Monday 4 November 2024

Wizardry: Complete Divine Spells I

Wizardry: Complete Divine Spells I

I've just finished selectively adapting spells from Complete Arcane, but there is another major book - Complete Divine. While this one does have some spells for wizard, it has many more spells for clerics and druids that just won't work as arcane spells in terms of flavor. Thus, it's time to give divine spellcasters some love.
Anger of the Noonday Sun creates a blinding flash centered on you that also damages undead and oozes. In Complete Divine, this is an exlusive druidic spell, but I feel that it's a perfect Sun domain cleric spell.
Beast Claws gives you claws.
Beget Bogun is a highly specific spell to animate a bogun - something like a druidic homunculus.
Blast of Force is an invisible force beam attack.
Body of the Sun is another Sun domain cleric spell that lets you emanate light for a short time.
Bolt of Bedevilment (singular) is a beam spell that may daze the target.
Bolt of Glory is a beam spell that damages undead, evil outsiders, and Negative Energy Plane natives.
Briar Web is a version of Entangle that doesn't work underwater but also deals minor impaling damage if the grappled victim moves or struggles. It's also one point cheaper, so it's an objectively better choice unless you want to venture underwater.
Castigate is a verbal rebuke that causes pain to creatures not of your alignment or deafens those of your alignment. Mostly useful against outsiders and divine spellcasters.
Chain of Eyes is a pretty cool spell. I felt lazy, so I just slapped Cosmic on the advantage and called it a day.

WIZARD SPELLS

 
Blast of Force
Keywords: Missile.
Full Cost: 6 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 direct an invisible blast of force at a chosen target, dealing 1d crushing damage per level of this spell. Blast of Force can affect both substantial and insubstantial targets. This damage is doubled for the purpose of knockback calculation. This attack has Acc 4 and 1/2D 25. If the target is aware of the attack, it may try to dodge it, but not block or parry.
Statistics: Crushing Attack 1d (Accurate 1, +5%; Affects Insubstantial, +20%; Costs Fatigue, 1 FP, -5%; Double Knockback, +20%; Increased 1/2D, 5x, +10%; Magical, -10%; No Signature, +20%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [6/level].
  
Chain of Eyes
Keywords: Resisted (Will).
Full Cost: 48 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 5 hours.
 
You can use another sapient creature’s vision instead of your own. While this spell gives you no control over the creature, each time it comes into physical contact with another sapient being, you can choose to transfer your sensor to the new creature by making another Quick Contest of casting skill against the new creature’s Will but without paying the casting cost. In this way, your sensor can infiltrate a closely guarded area. During your turn in a round, you can use a free action to switch from seeing through the current creature’s eyes to seeing normally or back again.
In combat, at the start of each turn, state whether you’re giving priority to your natural senses or your remote ones. All tasks that depend on the senses you aren’t prioritizing – including attack rolls, defense rolls, and Sense rolls – are at -4.
If a subject, primary or secondary, resists successfully, you may try to affect him again, at a cumulative -2 per repeated attempt on that subject in the past hour. Should you critically fail, you cannot read that person’s senses again for 24 hours.
Statistics: Mind Reading (Accessibility, Only on sapient beings, -10%; Cosmic, Chaining, +50%; Costs Fatigue, 2 FP, -10%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Independent, +40%; Magical, -10%; Melee Attack, Reach C, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Sensory Only, -20%; Vision Only, -10%) [48].

 DIVINE SPELLS


Anger of the Noonday Sun
Keywords: Area (Fixed), Obvious.
Full Cost: 22 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 2 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.
 
This spell unleashes a two-yard-radius spherical blinding flash of sunlight originating with you and expanding outward. Anyone in your hex must roll against HT and anyone in adjacent hexes makes this roll at +1. Protected Vision adds +5, and anyone with Blindness or who had already stated he had his eyes closed is immune. Failure by less than 5 means the subject is stunned (dazzled) for one second, after which he can roll against HT every second to recover. Failure by 5 or more (or a critical failure) blinds him for nine seconds.
An undead creature caught within the spell area takes 2d non-incendiary burning damage in your hex, or 1d non-incendiary burning damage in adjacent hexes. The ultraviolet light generated by the spell deals damage to fungi, mold, oozes, and slimes just as if they were undead creatures.
Statistics: Affliction 1 (HT; Area Effect, 2 yards, Spherical, +40%; Dissipation, -50%; Divine, -10%; Emanation, -20%; Link, +10%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Secondary Disadvantage, Blindness, +10%; Secondary Reduced Duration, 1/20, -5%; Vision-Based, +150%) [20] + Burning Attack 2d (Accessibility, Only against undead, fungi, mold, oozes, and slimes, -30%; Area Effect, 2 yards, Spherical, +40%; Costs Fatigue, 2 FP, -10%; Dissipation, -50%; Divine, -10%; Emanation, -20%; Link, +10%; No Incendiary Effect, -10%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [2].
  
Beast Claws
Keywords: Buff.
Full Cost: 5 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 3 minutes.
 
Beast claws changes your hands and fingers, giving you long, curving claws and heavy knuckles. Change the damage type of your punches from crushing to cutting.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Beast Claws, +50%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Fixed Duration, +0%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [5]. Note: “Beast Claws” is Sharp Claws (Divine, -0%) [5].
 
Beget Bogun
Keywords: None.
Full Cost: 3 points.
Casting Roll: Skill.
Components: V, S, M, DF.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Indefinite, see text.
 
Beget Bogun allows you to infuse living magic into a small mannequin that you have created from vegetable matter.
The bogun’s body must be prepared in advance. Consult Construct Crafting for rules for construct creation. Is point total must not be higher than 10% of your point value. Boguns with point totals of 0 or lower are considered to have a point total of 1 point for this purpose.
If the bogun is destroyed, the caster must wait a full day to animate a replacement. However, the caster can also dismiss the animating spirit by touching the bogun as a free action. In this case, he may begin animating a replacement five minutes later.
If this spell is taken as a learned spell (i.e. as part of an alternative abilities array), then it can be maintained indefinitely for free, even if the caster is unconscious. However, once you switch to a different spell, the animated bogun becomes inert, but it will reanimate when you switch back to Beget Bogun. Most casters try to purchase this spell for its full cost to have it constantly active and be able to cast other spells. If this spell was cast via hardcore improvisation, then it lasts for one minute.
Material Component: Rare herbs worth $60 per HP of the bogun to be created.
Statistics: Ally (Bogun; Built on 10%; Constantly, no roll required; Adjustable, Boguns, Cannot provide information, +25%; Conjured, +100%; Divine, -10%; Immediate Preparation Required, 1 minute, -30%; Minion, +50%; Requires a Body, -20%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [3]. Note: As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast and requiring an expensive material component.
 
Body of the Sun
Keywords: Buff.
Full Cost: 2 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 1 minute.
 
By drawing on the power of the sun, you cause your body to emanate light as a torch.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Body of the Sun, +10%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Fixed Duration, +0%; Reduced Duration, 1/3, -10%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [2]. Note: “Body of the Sun” is Illumination (Divine, +0%) [1].
  
Bolt of Bedevilment
Keywords: Missile, Obvious.
Full Cost: 18 points.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: 6 seconds.
 
You fire a dark purple beam at a single target. If the target hit is a sapient creature, it must roll against its Will to resist. If it fails to resist, it becomes dazed for a short time (p. B428) as its mind is clouded. After that, it is mentally stunned and may roll against Will to recover every second normally.
Statistics: Affliction 1 (Will; Accessibility, Sapient beings only, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Daze, +50%; Divine, -10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Malediction 2, +150%; Reduced Duration, 1/30, -30%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Weaponized, -50%) [18].
 
Bolt of Glory
Keywords: Missile, Obvious.
Full Cost: 1 point/level.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: Instantaneous.
 
By casting this spell, you project a bolt of energy from the Positive Energy Plane against one creature, dealing 1d non-incendiary burning damage per level of this spell. Bolt of Glory can affect both substantial and insubstantial targets, but it only affects undead, evil outsiders, and beings native to the Negative Energy Plane. This attack has Acc 3 and 1/2D -. The bolt can be dodged, but not blocked or parried.
Statistics: Burning Attack 1d (Accessibility, Only against undead, evil outsiders, and negative energy beings, -30%; Affects Insubstantial, +20%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Increased 1/2D, 15x, +15%; No Incendiary Effect, -10%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [1/level].
 
Briar Web
Keywords: Area (Fixed).
Full Cost: 49 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S, DF.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 100 yards.
Duration: 30 seconds.
 
Grasses, weeds, bushes, and even trees grow thorns and wrap, twist, and entwine about creatures in a 4-yard-high cylindrical area or those that enter the area, holding them fast and causing them to become entangled. This effect does not function underwater. Each second, each creature in the area is attacked with an effective skill of 12, modified only for their size. This entangling attack can only be dodged. Anyone entangled by the vegetation is grappled with ST that depends on the vegetation density and rooted in place. They cannot select the Move or Change Posture maneuvers or change facing, and are at -4 to DX. Any Attack maneuver, Ready or Aim maneuver that involves physical action, or active defense cause the victim to take 1d-2 impaling damage as large-area injury.
Effective ST of Entangle depends on the local vegetation density level (GURPS Tactical Shooting: Extreme Conditions, p. 19). Sparse vegetation has ST 3, normal vegetation has ST 5, thick vegetation has ST 7, dense vegetation has ST 9, and impenetrable vegetation has ST 12.
To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of Entangle. Each attempt takes one second. If the victim fails to break free, he loses 1 FP and takes 1d-2 impaling damage as large-area injury but may try again. Impaling damage is not applied if the victim already took this damage from this spell this second. Alternatively, he may try to destroy the entangling vegetation. Innate Attacks hit automatically; other attacks are at -4. External attacks on the plant bindings take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). Tangles have DR 2. Each point of damage reduces ST by one. At ST 0, the binds are destroyed and the victims are freed.
Victims also can roll thrust damage once per turn against the Briar Web as a free action. If this destroys the binding, they may ignore its impediment at once, but they take impaling damage as normal. 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 12 (Area Effect, 8 yards, +150%; Bombardment, Skill 12, -10%; Costs Fatigue, 2 FP, -10%; Divine, -10%; Environmental, Ordinary vegetation, -60%; Extended Duration, 3x, +20%; Link, +10%; One-Shot, -10%; Persistent, +40%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [41] + Impaling Attack 1d-2 (Accessibility, Only affects those trying to break free or act while grappled by Briar Web, -20%; Area Effect, 8 yards, +150%; Divine, -10%; Environmental, Ordinary vegetation, -60%; Extended Duration, 3x, +20%; Link, +10%; Persistent, +40%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [8].
 
Castigate
Keywords: Area (Fixed), Obvious.
Full Cost: 34 points.
Casting Roll: Skill.
Components: V, DF.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 1 minute.
 
This spell allows you to verbally rebuke foes. By shouting your deity’s teachings about other alignments, you inflict pain on those who hear, and those in the area need not understand your divine words to be affected. Anyone hearing your words within 4 yards of you must make a Will roll to resist. This spell has no effect on creatures that cannot hear, Protected Hearing gives +5 to resist, and Hard of Hearing gives +3 to resist. Creatures of the same alignment as you who fail to resist become deaf, while creatures of other alignments (but not unaligned creatures) experience severe pain (p. B428).
Statistics: Affliction 1 (Will; Area Effect, 4 yards, Spherical, +115%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Deafness, Only against those of your alignment, +5%; Divine, -10%; Emanation, -20%; Fixed Duration, +0%; Hearing-Based, +150%; Reduced Duration, 1/3, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Severe Pain, Only against those not of your alignment, +30%) [35].


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