Wednesday, 23 October 2024

Wizardry: Complete Arcane Spells VIII

Wizardry: Complete Arcane Spells VIII

Resonating Bolt is a sonic line attack spell.
Ring of Blades surrounds you with a ring of orbiting blades.
Secret Signs is actually a pretty cool spell. It allows you to transmit a message non-verbally, but is more limited than proper telepathy.
Sign of Sealing creates a magical explosive lock on a door or object.
Sphere of Ultimate Destruction creates a mini black hole that disintegrates anything it touches.
Spirit Binding is a more limited variant of Planar Binding. More likely to be used by shamans than wizards.
Spirit Needle is a bit convoluted, but I think it's very cool, even if expensive. I feel that this spell is based on some Oriental myth, but I cannot confirm that. Anyway, this is a metal spell that can hinder incorporeal creatures, which is nice.
Spirit Self lets you project your spirit out of your body.
Steam Breath is a simple steam cone attack.
Stony Grasp is a stronger variant of Earthen Grasp that can be cast in rocky areas instead of earthy areas. Only 1 point more expensive.
 
Resonating Bolt
Keywords: Cone, Obvious.
Full Cost: 9 points/level.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: Instantaneous.
 
You unleash a tremendous bolt of sonic energy from your open hand that does 1d non-incendiary burning damage per level. This spell works identically in air and underwater, but cannot be cast in a vacuum and is blocked by Silence and similar effects. This attack has the 1/2D range of 4 yards. 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).
This is a 1-yard-wide cone attack that uses the rules for Cone Attacks (p. B413). On the battle map, it is a 1x20 row of hexes. This cone is too tight to affect many targets, but gets better chances to hit. 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).
Even though a one-hex creature is big enough to block the cone, everyone in the hex where the cone stops is fully affected. If a cone passes between two adjacent creatures, then both are hit. The cone cannot be parried or blocked, but it can be dodged by diving for cover or retreating out of the affected area. If a creature does that, then those behind it may get affected by the cone normally.
Statistics: Burning Attack 1d (Cone 1, +60%; Costs Fatigue, 2 FP, -10%; Environmental, Sound-transmitting mediums, -10%; Increased 1/2D, 2x, +5%; 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%) [9/level].
 
Ring of Blades
Keywords: Buff.
Full Cost: 10 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 18 seconds.
 
This spell conjures a horizontal ring of swirling metal blades around you. The ring extends one yard from you, into all adjacent hexes, and it moves with you as you move. Each second, the blades attack everyone in their hexes with an effective skill 12, modified only by target size. The attack deals 1d cutting damage, can be blocked, parried, or dodged. The ring orbits you at chest level, so they do not attack targets of your SM in a horizontal posture. This spell does not cover your own hex, so they do not attack anyone in close combat with you.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Ring of Blades, +110%; 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%) [10]. Note: “Ring of Blades” is Cutting Attack 1d (Area Effect, 2 yards, +50%; Aura, +80%; Blockable, -5%; Bombardment, Skill-12, -10%; Can be parried, -5%; Magical, -10%; Melee Attack, Reach C, -30%; Nuisance Effect, Does not affect the subject’s hex and has lower height, -15%) [11].
 
Secret Signs
Keywords: None.
Full Cost: 6 points.
Casting Roll: Skill.
Components: F.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited (long-distance).
Duration: 10 seconds.
 
Using nonverbal means, you can communicate a simple message to one other intelligent creature. You and the recipient must be able to see each other. By simply waving a hand, placing a scroll on a table, raising an eyebrow, or making any other sign, the spell allows the target to understand any complete thought of twenty-five words or less, so long as you and the target could normally communicate. Twenty-five words require the entire 10-second duration to be transmitted, shorten the time required for shorter messaged proportionally. You can’t send a verbal message if you don’t speak the target’s language, but can transmit a simple emotional appeal (such as “help” or “danger”) that the recipient knows is from you. You can use this spell even if you are bound and gagged, so long as the focus is on your person.
Focus: A small glass cone ($40, 0.1 lb.).
Statistics: Telesend (Cannot concentrate to extend duration, -10%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Nuisance Effect, Cannot maintain multiple contacts, -10%; Reduced Duration, 1/6, -15%; Requires focus on your person, -5%; Vision-Based, -20%; Vision-Based, Reversed, -20%) [6].
 
Sign of Sealing
Keywords: Buff.
Full Cost: 47 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Permanent or until triggered.
 
A Sign of Sealing spell cast upon a door, chest, or portal seals it with a prominent magical sigil that bars entry and prevents opening. You can freely pass your own Sign of Sealing without affecting it; otherwise, a door or object secured with this spell can be opened only by breaking in or with a successful Knock or Dispel Magic spell. Sign of Sealing resists the Knock spell as a Quick Contest, using skill plus the higher of Wizardly Study or Wizardry Talent. A Knock spell does not remove an Sign of Sealing; it only suppresses the effect for 10 minutes.
If the door or object is forced open by any means (magical or physical), the Sign of Sealing explodes, dealing 5d crushing explosive damage. Those in the same hex as the Sign of Sealing take full damage, and anything nearby receives “collateral damage” equal to basic damage divided by the distance in yards from the blast. This ends the spell.
A caster can have no more than 1 + Talent instances of Sign of Sealing active at the same time.
Statistics: Affliction 1 (HT; Accessibility, Only portals and containers, -40%; Advantage, Sign of Sealing, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Nuisance Effect, Can be overcome by Knock, -5%; Paralysis, Variant, +150%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Effect, +20%) [47]. Notes: “Sign of Sealing” is Crushing Attack 5d (Backlash, Instant Death, -400%; Emanation, -20%; Explosion 3, +150%; Magical, -10%) [5].
 
Sphere of Ultimate Destruction
Keywords: Area (Fixed), Obvious.
Full Cost: 60 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 3 FP + 1 character points.
Casting Time: 1 second.
Range: 50 yards.
Duration: 10 seconds.
 
You conjure a 2-ft.-radius featureless black sphere of nothingness that disintegrates virtually anything it touches. This affects a single hex. To place the area at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. The sphere is under caster’s control. The caster can Concentrate to move the sphere at Move 5.
If the sphere intersects someone, the victim must dodge and retreat to avoid being hit. Parrying or blocking is useless. Someone hit by the sphere will suffer 5d corrosion damage with an infinite armor divisor due to disintegration. The effects of the sphere count as a Disintegrate spell for the purpose of destroying a Wall of Force or any other spell or effect specifically affected by Disintegrate. If the sphere exceeds the spell’s range, it winks out.
Statistics: Corrosion Attack 5d (Area Effect, 1 yard, +25%; Character point-powered, x0.2; Cosmic, Irresistible Attack, +300%; Costs Fatigue, 3 FP, -15%; Magical, -10%; Mobile 5, +200%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [60].
 
Spirit Binding
Keywords: None.
Full Cost: 38 points.
Full Cost (Lesser): 13 points.
Full Cost (Greater): 114 points.
Casting Roll: Skill, rolled as a Quick Contest against the summoned being’s Will.
Components: V, S.
Cost: 2 FP.
Casting Time: 10 minutes.
Casting Time (Lesser): 10 minutes.
Casting Time (Greater): 1 hour.
Range: 10 yards.
Duration: Hours equal to margin of victory on Quick Contest of skill against Will.
 
Each time you cast this, you summon a spirit (worth 75% or less of your point value). The GM will create this being, but you can request one that meets broad criteria. Alternatively, if you know a specific being you want to call, you can summon it (although if you do not have its True Name or some equally significant identifier, you are at -5 on the casting roll). A penalty applies based on the planar “distance”: There is no distance penalty for creatures that are currently on the same plane of existence. Adjacent dimensions impose -5, increasing by -5 for every intervening dimension. The Prime Material Plane is considered adjacent to the Spirit World, where most of the spirits come from. Thus, preparations that mitigate the penalty usually are required.
The summoning itself requires 10 minutes of preparation and ritual. At the end of the casting, you must pay 2 FP and make a Quick Contest of skill against the spirit’s Will to force it to appear. If you are victorious, the spirit arrives. It then makes a reaction roll. On Poor or worse, treat it as an Unwilling Ally – it will obey you, but try to subvert your commands or otherwise act against your interests. If the reaction is Neutral or better, it will serve you reasonably faithfully.
You can also summon spirits to answer questions. Treat this as a Contact Group with an appropriate knowledge category, an effective skill of 18, and a reliability that depends on the reaction roll: Unreliable for Poor or less, Somewhat Reliable on a Neutral reaction, Usually Reliable for Good, and Completely Reliable for Very Good or Excellent reactions.
Unlike most spells with a duration, this spell must be maintained; thus, unless you can cast simultaneous spells, using another spell will immediately dismiss the summoned being. However, there is no FP cost to maintain this spell, only to cast it. A summoned being is vulnerable to being dispelled, banished, or warded off with occult techniques. If it is killed, you must wait 24 hours before using this spell again; if dismissed, you must wait five minutes.
Two other versions of this spell summon beings of different potency. Lesser Spirit Binding calls forth a spirit worth up to 25% of your point value. Greater Spirit Binding calls a spirit worth up to 150% of your point value, and requires one hour to cast. Treat creatures summoned with the Lesser version as having an effective skill of 12, while Greater Planar Summons provides effective skill 21.
Statistics: Ally (Spirit; Built on 75%; Constantly; Adjustable, Can provide information, +150%; Conjured, +100%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Maximum Duration, hours equal to margin of victory, -5%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Requires Quick Contest of IQ vs. Will, -15%; Special Abilities, +50%) [38]. Lesser Spirit Binding has Ally, built on 25%. Greater Spirit Binding is built on 150%, and increases Immediate Preparation Required to 1 hour, -75%. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks rules by allowing free maintenance, but this is offset by imposing a FP cost to cast and dimensional “range” penalties.
 
Spirit Needle
Keywords: Missile, Obvious.
Full Cost: 59 points.
Casting Roll: Skill. Use Innate Attack (Projectile) to hit.
Components: V, S, F.
Cost: 2 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
 
A needle flicked from your fingers magically penetrates an incorporeal creature’s aura. If you hit an incorporeal creature, it takes 1d impaling damage and is held in place by the needle, effectively being grappled with ST 20. The victim cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX. Each additional Spirit Needle stuck in the victim increases the ST by 1. In addition, an incorporeal creature injured by this spell must make an HT roll, at -1 per 2 points of injury, or become substantial for (20-HT) minutes (minimum 1 minute). Taking out the needle returns the ability of the victim to assume insubstantiality.
To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of the Spirit Needle. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. An impaled victim is unable to use any supernatural ability that would transport it from its current location (such as Dimension Door or Teleport) or alter its substance or state (such as Gaseous Form). The victim cannot remove the needle that pins it in place, but another creature can do so with a Ready maneuver.
Victim also can roll thrust damage once per turn against the Spirit Needle as a free action. If the roll is higher than the Spirit Needle ST, he may ignore its impediment at once. If it isn’t, he is affected normally but may still use his turn for a standard attempt to break free.
Focus: A long metal needle ($10, 0.01 lb.).
Statistics: Impaling Attack 1d (Increased 1/2D, 10x, +15%; Insubstantial Only, -30%; Link, +10%; Magical, -10%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Requires Needle, -10%; Side Effect, Negated Advantage, Insubstantiality, +130%; Terminal Condition, Taken out by another creature, -10%) [11] + Binding 20 (Cosmic, Also prevents transportation and state change, +100%; Costs Fatigue, 2 FP, -10%; Insubstantial Only, -30%; Link, +10%; Magical, -10%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Requires Needle, -10%; Terminal Condition, Taken out by another creature, -10%; Unbreakable, +40%) [48].
 
Spirit Self
Keywords: None.
Full Cost: 40 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP to cast, 1 FP per 10 minutes to maintain.
Casting Time: 1 second.
Range: Self.
Duration: Indefinite.
 
You can project your spirit outside of your body in a non-physical form, while still maintaining basic life functions within your physical body. This projected spirit is an insubstantial entity but remains visible. It isn't affected by gravity and can move silently in any direction. The spirit is unable to interact with the physical world or use supernatural abilities. A spellcaster with abilities like Commune with Spirit can communicate with your spirit, but it cannot otherwise talk to material beings. Although immune to magical and physical attacks, it is susceptible to Maledictions at a -3 penalty or attacks with the Affects Insubstantial enhancement. The spirit can pass through solid objects without needing to breathe.
Your physical body is not in suspended animation and continues to need air and nourishment. Any damage or fatigue affects the body as normal, even when the spirit is absent. Similarly, the projected spirit is affected by lack of sleep or attacks enhanced with Affects Insubstantial. All HP and FP losses affect a shared pool, regardless of which form experiences them. The spirit is subject to negative effects like shock and stunning.
If the projected spirit would become "unconscious," it disappears, returning to the body, which remains unconscious until recovery.
If death occurs, the outcome depends on which form suffered the fatal injury. If it was the projected spirit, the projector’s mind and personality are lost, and the body might survive as a mindless shell; apply Mortal Wounds rules (p. B423), but the person can never awaken. If the body dies, the projector can attempt a Will-15 roll, modified by Talent, at the moment of death. Success means they transform their projection ability into a corresponding spiritual meta-trait and become a "ghost" in the realm where their projection was. Failure results in death.
Statistics: Insubstantiality (Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Ghost Air, +10%; Magical, -10%; Projection, -50%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [40].
  
Steam Breath
Keywords: Cone, Obvious.
Full Cost: 6 points/level.
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 expel a powerful breath of superheated steam that extends outward as a cone of scalding mist. The cloud does 1d non-incendiary burning damage per level.
This is a 5-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: Burning Attack 1d (Cone 5, +100%; Costs Fatigue, 2 FP, -10%; Increased 1/2D, 5x, +10%; Magical, -10%; No Incendiary Effect, -10%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [6/level].
  
Stony Grasp
Keywords: None.
Full Cost: 9 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: Instantaneous.
 
You bring forth from the ground an arm made of stone that can grapple your foes. Since the arm rises from the ground, it bypasses cover. You can cause the arm to rise out of only rock or stone, and the spell fails if you attempt to cast it in an area with the wrong materials. If the victim fails to dodge the arm, he becomes grappled with ST 15 and rooted in place. He cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX.
To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of the Stony Grasp. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Alternatively, he may try to destroy the Stony Grasp. Innate Attacks hit automatically; other attacks are at -4. External attacks on the Stony Grasp take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). The Stony Grasp has DR 5. Each point of damage reduces ST by one. At ST 0, the Stony Grasp is destroyed and the victim is freed.
Victims also can roll thrust damage once per turn against the Stony Grasp as a free action. If this destroys the binding, they may ignore its impediment at once. If it doesn’t, they’re affected normally but may still use their turn for a standard attempt to break free, and the binding is not damaged by this free “attack.”
Statistics: Binding 15 (Costs Fatigue, 2 FP, -10%; Environmental, Rocky surfaces, -20%; Magical, -10%; One-Shot, -10%; Overhead, +30%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [9].

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