Saturday, 9 November 2024

Wizardry: Complete Divine Spells II

Wizardry: Complete Divine Spells II

Crown of Glory is a character point-powered spell that gives you an awesome aura and lets you be understood universally. You also glow.
Crumble is a character point-powered attack spell that can be used if you need to get rid of something fast. 20d on average deals 70 damage, which is enough to crumble a 6"-thick brick wall, 1"-thich mild steel wall or door. At most, this spell deals 120 damage, which can destro a 1'-thick stone wall. Still, this spell is not very powerful for its cost.
Unluck is similar to Curse of Ill Fortune. This one has a short duration, milder penalties, and doesn't negate Luck.
Curse of Lycanthropy is a spell that permanently afflicts the victim with lycanthropy. While disadvantageous Alternate Form is a disadvantage, I still have to use an advantageous variant because the lens is a meta-trait that also includes advantages despite having a negative point values. To be able to vary the afflicted forms, I should've used either Alternate Enhancements or Cosmic Power by RAW, but I decided to sidestep this issue with a variable material component. Otherwise, this spell would've become much more expensive and pretty much unusable.
Death Pact is something of a conditional resurrection spell that is cast as a buff on a living creature instead of a dead body. Required a lot of rules-stretching.
Decomposition is a spell that makes wounds around the caster fester, dealing extra damage.
Divine Sacrifice is the first spell that costs HP to cast instead of FP. It temporarily buffs your Striking ST.
Hawkeye is a spell that lets you see farther.
Maddening Scream is an incapacitating spell that makes the victim run around and scream wildly. I had to come up with my own modifier for that.

WIZARD SPELLS


Crumble
Keywords: Obvious.
Full Cost: 65 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP + 1 character point.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
 
You bring the forces of erosion to bear on a fabricated structure such as a stone bridge, a wooden building, an iron wall, a construct, or any other object not formed by nature itself, dealing 20d crushing damage. DR does not protect against this! See p. B558, for HP of various buildings and structures.
Statistics: Burning Attack 20d (Accessibility, Only on objects and constructs, -10%; Cosmic, Irresistible Attack, +300%; Character point-powered, x0.2; Costs Fatigue, 1 FP, -5%; Magical, -10%; Melee Attack, Reach C, -30%; No Incendiary Effect, -10%; No Signature, +20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [65]. 
 
Decomposition
Keywords: Area (Fixed).
Full Cost: 4 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP to cast, 1 FP to maintain.
Casting Time: 1 second.
Range: Self.
Duration: Indefinite.
 
While this spell is active, you are surrounded by an 8-yard-radius spherical aura of decomposition. Once per second, every living corporeal creature within the area that has an open wound must make a HT roll or take 1 point of toxic damage, ignoring DR. Creatures with Sealed are immune.
Statistics: Toxic Attack 1 point (Accessibility, Only corporeal creatures, -10%; Area Effect, 8 yards, Spherical, +190%; Aura, +80%; Blood Agent, Only open wounds, +50%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Melee Attack, Reach C, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Resistible, HT, -30%) [4].
 
Hawkeye
Keywords: Buff.
Full Cost: 10 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Self.
Duration: 30 minutes.
 
This spell magically enhances your sense of vision, letting you ignore -4 in range penalties to Vision rolls at all times, or -8 in range penalties if you take an Aim maneuver to zoom in on a particular target. This does not affect your ranged attacks and Accuracy in any way.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Hawkeye, +60%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [10]. Note: “Hawkeye” is Telescopic Vision 4 (Magical, -10%; No Targeting, -60%) [6].
  
Maddening Scream
Keywords: Resisted (Will).
Full Cost: 24 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 18 seconds.
 
A sapient subject cannot keep himself from screaming, gibbering, and leaping about as though completely mad. This spell makes it impossible for the victim to perform any maneuvers other than Move, and the victim defends at -4, as if stunned. Constant screaming makes Stealth impossible and gives a +4 bonus to Hearing rolls made to detect the victim. At the end of the fit, the subject loses 1d FP and is mentally stunned. He may roll against Will every turn normally to recover from this stun.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Maddening Scream, +80%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [24].

DIVINE SPELLS


Crown of Glory
Keywords: Buff.
Full Cost: 30 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP + 1 character point.
Casting Time: 2 seconds.
Range: Self.
Duration: 3 minutes.
 
You are imbued with an aura of celestial authority, inspiring awe in all lesser creatures that behold your terrible perfection and righteousness. While under this effect, you emanate light equivalent to a torch, gain Charisma 2 (p. B41), and anyone hearing your speech hears it as if you were speaking their native language at Native proficiency (however, you do not gain an ability to understand them.) In addition, anyone looking at you must roll Fright Check at -3 every second, using the Awe table from page 85 of GURPS Powers. Victims get +1 to their roll per Fright Check after the first within 24 hours. If a victim succeeds at his Fright Check, he will be unaffected by the awe aspect of your Crown of Glory for one hour.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Crown of Glory, +1,490%; Character point-powered, x0.2; 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%; Takes Extra Time 1, -10%) [30]. Notes: “Crown of Glory” is Charisma 2 (Divine, +0%) [10] + Illumination (Divine, +0%) [1] + Telesend (Accessibility, Must be able to speak, -20%; Broadcast, +50%; Cosmic, No die roll required, +100%; Divine, +0%; Hearing-Based, -20%; Universal, +50%) [78] + Terror (-3) (Sight; Awe; Divine, +0%) [60].
  
Curse of Lycanthropy
Keywords: Resisted (HT).
Full Cost: 41 points.
Casting Roll: Skill.
Components: V, S, M, DF.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Permanent.
 
You can cause temporary lycanthropy in a humanoid you touch. A humanoid who fails the saving throw contracts lycanthropy, and the condition manifests with the next full moon. Unlike other forms of lycanthropy, the effect of this spell can be broken by Remove Curse or Break Enchantment. You can induce any type of lycanthropy (and evil clerics frequently experiment with new kinds). The source of the material component determines the victim’s animal form.
In effect, this spell grants the subject the appropriate unaware afflicted lycanthrope lens. Optionally, the caster may spend a number of character points equal to 1/10 of the absolute point value of the lens, if it is negative, or full point value of the lens, if it is positive, to make this spell Truly Permanent. Such effect cannot be broken by Remove Curse or Break Enchantment. In any case, be the effect Permanent or Truly Permanent, the victim may spend unspent character points after his first transformation to buy off the disadvantageous unaware afflicted lycanthrope lens and buy the aware afflicted lycanthrope lens. If he does that, the effect also becomes Truly Permanent.
Material Component: A pint of animal blood.
Statistics: Affliction 1 (HT; Accessibility, Only on humanoids, -20%; Advantage, Curse of Lycanthropy, +150%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Divine, -10%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Trigger, Animal Blood, -30%) [41]. Notes: “Curse of Lycanthropy” is Alternate Form (Lycanthrope; Divine, -0%) [15]. The variability of the lycanthrope template is balanced by the requirement to have a specific material component for each one.
 
Death Pact
Keywords: Buff.
Full Cost: 11 points.
Casting Roll: Skill.
Components: V, S, M, DF.
Cost: 10 character points.
Casting Time: 10 minutes.
Range: Touch.
Duration: Truly Permanent.
 
This spell allows the target to enter into a binding agreement with your deity that brings the target back to life if he is slain. When this spell is cast, the target’s HT is permanently lowered by 1. In exchange for this, if he ever dies, several spells are brought into effect, as long his remains have not been destroyed fully (brought to -10xHP) or he didn’t die of old age. First, he is teleported to a safe location designated by you at the time of casting, as long as this location is within 1,000 miles. Second, the target is brought back from the dead at full HP. He does not regain the lost HT when returned to life. Upon being resurrected, the character permanently loses 10 character points from his total. This should first come from any unspent points; the remainder may be in the form of reduced attributes, lost advantages, or new disadvantages.
Each failed casting imposes a permanent, cumulative -2 penalty to cast this spell on this subject.
Material Component: A diamond worth at least $4,000.
Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Death Pact, +200%; Based on IQ, Own Roll, +20%; Character point-powered, x1/5; Divine, -10%; Extended Duration, Truly Permanent, +300%; Immediate Preparation Required, 10 minutes, -45%; Increased Immunity 3, -30%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Trigger, Expensive Reagents, -30%) [11]. Note: “Death Pact” is Extra Life 1 (Teleports to a set place, +20%; Temporary Disadvantage, HT-1, Truly Permanent, -40%) [20].
  
Divine Sacrifice
Keywords: Buff.
Full Cost: 17 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 HP.
Casting Time: 1 second.
Range: Self.
Duration: 18 seconds.
 
By sacrificing your life force, you increase your thrust and swing damage as if your ST was higher by 4.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Divine Sacrifice, +200%; Costs Hit Points, 1 HP, -10%; Divine, -10%; Fixed Duration, +0%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [17]. Note: “Divine Sacrifice” is Striking ST 4 (Divine, -0%) [20].

 
Unluck
Keywords: Resisted (Will).
Full Cost (Touch): 22 points.
Full Cost (Short-Range): 25 points.
Full Cost (Ranged): 30 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 1 minute.
 
When you cast this spell, you negatively influence the randomness of fortune for the target. In effect, the target gets -1 to DX, IQ, Will, Per, and HT rolls, skill rolls based on these attributes, and active defenses.
Statistics: Affliction 1 (Will; Attribute Penalty, -1 to DX, IQ, HT, +25%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Fixed Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/3, -10%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Task Modifier, -1 to Active Defenses, +20%) [22]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].

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