Wizardry: Complete Divine Spells III
Murderous Mist is a non-incendiary version of Incendiary Cloud.
Probe Thoughts lets you retrieve memories from another creature.
Sandblast is a weak cone attack with a blinding side effect that I basically bullshitted into existence instead of doing things RAW. I based it on the Sand Blast spell from GURPS Magic: Artillery Spells.
Scent is a simple buff that improves the target's smell. I didn't go with Discriminatory Smell because the memorization aspect of this advantage is hard to use when the buff only lasts half an hour.
Slime Wave creates a wave of corrosive green slime. In the original source, it's an spherical effect, but here I decided to turn it into a cone. "Wave" sounds more like a cone to me.
Standing Wave creates a wave that carries a creature or object in a straight line.
Tidal Surge is another conic wave spell that originates from a body of water. Pretty cool.
True Creation is a character point-powered, improved version of Major Creation.
Lesser Vigor grants Rapid Healing.
Vigor grants Very Rapid Healing.
Greater Vigor grants Regeneration.
Visage of the Deity is a weaker variant of Crown of Glory that also doesn't require spending character points.
And that's actually it - that's all the spells from this book that I'd like to have in my games. While in Complete Arcane I skipped only a handful of spells, here I skipped most of them, I think.
WIZARD SPELLS
Murderous Mist
Keywords: Area (Fixed).
Full Cost: 32 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: 10 seconds.
You may fill a 4-yard-radius 4-yard-high cylindrical area with a cloud of hot steam. This gives -5 to all vision and Infravision rolls made through it. To place the cloud at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. The initial attack roll places the effect. It then drifts from that point with the wind.
Every creature in the area takes 1d-2 non-incendiary burning damage per second. In addition, any creature that breathes in the steam takes 1d-2 non-incendiary burning damage per second, ignoring external DR. Once the creature loses 1/3 of its HP to this respiratory effect, it begins to cough (p. B428) until it recovers HP above this threshold.
Statistics: Burning Attack 1d-2 (Area Effect, 4 yards, +100%; Drifting, +20%; Link, +10%; Magical, -10%; No Incendiary Effect, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [5] + Burning Attack 1d-2 (Area Effect, 4 yards, +100%; Drifting, +20%; Link, +10%; Magical, -10%; No Incendiary Effect, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Respiratory Effect, +50%; Symptoms, 1/3 HP, Coughing, +60%) [7] + Obscure Vision 5 (Area Effect, 4 yards, +50%; Costs Fatigue, 1 FP, -5%; Drifting, +20%; Extended, Infravision, +20%; Link, +10%; Magical, -10%; Ranged, +50%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [20].
Probe Thoughts
Keywords: Resisted (Will).
Full Cost: 20 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Unlimited (-1/yard).
Duration: Instantaneous.
All memories and knowledge of a sapient subject are accessible to you, ranging from memories deep below the surface to those still easily called to mind. You can learn the answer to one question per casting, to the best of the subject’s knowledge. You can also probe a sleeping subject, though the subject may make a Will roll to wake after each question. You pose the questions telepathically, and the answers to those questions are imparted directly to your mind. You and the subject do not need to speak the same language, though less intelligent creatures may yield up only appropriate visual images in answer to your questions.
If the subject successfully resists, you may try again, at a cumulative -2 per repeated attempt to ask the same (or very similar) question in the past hour. Should you critically fail, you cannot probe that person again for 24 hours.
Statistics: Mind Probe (Accessibility, Only on sapient beings, -10%; Costs Fatigue, 2 FP, -10%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Ranged, +40%; Requires Gestures, -10%; Requires Words, -10%; Short-Range 1, -10%; Universal, +50%) [20].
Sandblast
Keywords: Cone, Obvious.
Full Cost: 10 points.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
You fire a hail of hot sand from your fingers, dealing 1d crushing damage. 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. Beings with eyes must roll vs. HT if this spell inflicts any injury; Robust Vision adds +1, Protected Vision adds +5, and Nictitating Membrane adds +1 per level. Failure means being blinded for one turn; critical failure causes 1d seconds of blindness. Once the target can see again, blurry vision gives ‑3 to all combat skills and Vision rolls for a further 1d seconds.
Scent
Keywords: Buff.
Full Cost (Self): 6 points.
Full Cost (Touch): 21 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 30 minutes.
You give the target an enhanced sense of smell. The target gets a +4 to Smell rolls.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Scent, +40%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [6]. Note: “Scent” is Acute Taste and Smell 4 (Magical, -10%; Smell Only, -50%) [4]. 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].
Standing Wave
Keywords: None.
Full Cost: 20 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 500 yards.
Duration: 1 minute.
You command the waters to lift a creature or object one foot upward and propel it forward. An object so lifted may contain creatures or other objects. The wave has effective ST 17. Standing Wave moves the lifted creature or object in a straight line at Move 3 modified by encumbrance as normal over water. The spell dissipates when the wave contacts land, lowering its burden harmlessly to shore, or when it becomes further than 500 yards away from you. A creature lifted by the Standing Way may move into another hex by itself without any restriction, but it will not be picked up by the wave again.
Even though this is not a spell with an indefinite duration, the caster cannot have multiple instances of this spell active unless he took multiple copies of this spell or can maintain multiple spells at the same time.
Statistics: Telekinesis 3 (Costs Fatigue, 2 FP, -10%; Environmental, Water Surface, -40%; Increased Range, 50x, +50%; Independent, +40%; Magical, -10%; One Task, Carrying in a straight line, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Visible, -20%) [6] + Telekinesis 14 (Costs Fatigue, 2 FP, -10%; Environmental, Water Surface, -40%; Increased Range, 50x, +50%; Independent, +40%; Lift Only, -20%; Magical, -10%; One Task, Carrying in a straight line, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Visible, -20%) [14].
Tidal Surge
Keywords: Cone, Obvious.
Full Cost: 10 points.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 10 yards.
Duration: Instantaneous.
When you cast this spell, you create a huge wave of water that slams into one or more targets within range. There must be a large, natural source of water (a river, lake, or ocean) within range. The wave doesn’t deal direct injury, but it deals 2d crushing damage for the purpose of blunt trauma, and this damage is doubled for the purpose of knockback. The wave puts out torches, campfires, exposed lanterns, and other open flames in the area.
This is a 5-yard-wide cone attack that uses the rules for Cone Attacks (p. B413). The caster targets a hex adjacent to the body of water, at +4, and the cone extends out from there, possibly striking targets from the side or from behind. 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: Crushing Attack 2d (Cone 5, +100%; Cosmic, Originates from the body of water, +50%; Costs Fatigue, 2 FP, -10%; Double Knockback, +20%; Environmental, Bodies of Water, -40%; Increased 1/2D, 5x, +10%; Magical, -10%; No Wounding, -50%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [10].
True Creation
Keywords: None.
Full Cost: 23 points.
Casting Roll: Skill.
Components: V, S, M.
Cost: 2 FP + 1 or more character points; see text.
Casting Time: 1 minute.
Range: Touch.
Duration: Instantaneous.
You can create any non-magical object weighing 20 lbs. or less; it appears in your hand. The created object permanent – it will not disappear if he creates another one, it cannot be dispelled, and it can be used as a material component. However, the caster must spend 1 unspent character point per 10% of the campaign’s average starting wealth of the object’s price.
In addition to making a casting roll, the caster must make an additional skill roll to create a complex item, such as Armoury (Missile Weapons) to create a bow or Jeweler to create a cut and polished gem.
If you fail your casting roll, you can try again, but repeated attempts cost 4 FP (instead of the usual 2 FP) and take a cumulative -1 to the skill roll, until you succeed or wait an hour.
Material Component: A tiny piece of matter of the same sort of item you plan to create with this spell—a bit of twisted hemp to create rope, and so forth.
DIVINE SPELLS
Lesser Vigor
Keywords: Buff.
Full Cost (Self): 13 points.
Full Cost (Touch): 28 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 3 FP.
Casting Time: 10 minutes.
Range: Self - Touch.
Duration: 6 days.
You boost the subject’s life energy, granting him the Rapid Healing advantage (p. B79).
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Lesser Vigor, +50%; Costs Fatigue, 3 FP, -15%; Divine, -10%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Immediate Preparation Required, 10 minutes, -45%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [13]. Note: “Lesser Vigor” is Rapid Healing (Divine, -0%) [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].
Greater Vigor
Keywords: Buff.
Full Cost (Self): 30 points.
Full Cost (Touch): 45 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 5 FP.
Casting Time: 10 minutes.
Range: Self - Touch.
Duration: 1 day.
You boost the subject’s life energy, making him recover 1 HP per hour.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Greater Vigor, +250%; Costs Fatigue, 5 FP, -25%; Divine, -10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Immediate Preparation Required, 10 minutes, -45%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [30]. Note: “Greater Vigor” is Regeneration (Regular; Divine, -0%) [25]. 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].
Slime Wave
Keywords: Cone, Obvious.
Full Cost: 42 points.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S, DF.
Cost: 2 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: 10 seconds.
This is a 6-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 no 1/2D range.
Statistics: Corrosion Attack 1d-2 (Accessibility, Only against flesh, -10%; Cone 6, +110%; Cyclic, 9 cycles, 1 second intervals, +900%; Costs Fatigue, 2 FP, -10%; Divine, -10%; Higher damage against wood and metal, +20%; Increased 1/2D, 10x, +15%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [42].
Keywords: Buff.
Full Cost (Self): 23 points.
Full Cost (Touch): 38 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 3 FP.
Casting Time: 10 minutes.
Range: Self - Touch.
Duration: 6 days.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Vigor, +150%; Costs Fatigue, 3 FP, -15%; Divine, -10%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Immediate Preparation Required, 10 minutes, -45%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [23]. Note: “Vigor” is Very Rapid Healing (Divine, -0%) [15]. 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].
Visage of the Deity
Keywords: Buff.
Full Cost: 45 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Self.
Duration: 3 minutes.
When you cast this spell, your body cosmetically changes into a form more like your deity’s (in a very limited fashion, of course). While under this effect, you have Charisma 2 (p. B41). In addition, anyone looking at you must roll Fright Check every second. If your patron deity is evil or neutral, use the normal Fright Check table; if your patron deity is good, use 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/fear aspect of your Visage of the Deity for one hour.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Visage of the Deity, +480%; Costs Fatigue, 2 FP, -10%; Divine, -10%; Fixed Duration, +0%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [45]. Notes: “Visage of the Deity” is Charisma 2 (Divine, +0%) [10] + Elastic Skin (Accessibility, Only features of your deity, -60%; Divine, +0%) [8] + Terror (Sight; Awe/Fear; Divine, +0%) [30].
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