Tuesday, 12 November 2024

Wizardry: Miscellaneous Spells I

Wizardry: Miscellaneous Spells I

Here, we have not spells from a specific D&D book, but some miscellaneous spells I made as sorcery spells before and that I'd like to rework for wizardry.
Censure is a clerical spell that marks the subject as an outcast.
Death Link is a unique spell that binds two souls together so that whatever happens to one creature also happens to another one.
Disarm is a quasi-attack spell that attempts to disarm the target.
Faith Magic Zone is another clerical spell that slows down arcane spellcasting in the area.
Net is a short-range overhead area binding attack.
Portrait is a spell that captures a scene in a globe of glass.
Reveal Magic makes magic items and creatures under magic effects glow within the area. This is something like a mass Detect Magic where others can identify the auras too.
Shadow Double creates a double of the caster made of shadowstuff.
Souldrinker is an expensive ranged Leech spell.
Town Portal is a spell that creates a gate to a city/town with a fountain on the central square that you have visited before. This (and the previous one) is a spell from Might and Magic.

WIZARD SPELLS   


Death Link
Keywords: Resisted (Will).
Full Cost: 20 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP + 1 character point.
Casting Time: 1 second.
Range: Unlimited (standard).
Duration: 6 days.
 
This spell connects the caster with a target creature in such a way that damage, healing, and other effects to one also affected the other. Whenever one party benefits from any positive supernatural effect (healing spell, temporary attribute bonus, and so on), the other is also affected. If the caster is stunned, knocked out, mind-controlled, etc., the connected creature is similarly affected. The reverse is also true. Should one of the linked creatures die, the other must make a HT roll. Success at the HT roll means they’re still conscious, but they suffer the effects of a Mortal Wound (p. B423). Critical success means they suffer no ill effects.
Statistics: Affliction 1 (Will; Advantage, Death Link, +180%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Character point-powered, x1/5; Costs Fatigue, 1 FP, -5%; Disadvantage, Death Link, +10%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Link, +10%; Magical, -10%; Malediction 2, +150%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [13] + Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Death Link, +180%; Character point-powered, x1/5; Disadvantage, Death Link, +10%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Link, +10%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [7]. Notes: “Death Link” is Death Link (Magical, -10%) [18]. The base price of 10 points was derived from the Ally advantage, assuming the most expensive variant (built on 150% points, constantly available). Adding Cosmic, Shared Effects, +50% would translate into 20 points for the virtual Ally advantage. Disadvantage, Death Link, +10% was priced in a similar way, but with the Sympathy, Resistible Death, -25% limitation that translates into a -10-point disadvantage.


Disarm
Keywords: None.
Full Cost: 9 points/level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Instantaneous.
 
This spell creates a telekinetic burst that may force a hand-held item to be dropped and flung away. The spell works identically both in air and underwater, and it can affect even insubstantial items, as those wielded by ghosts. The telekinetic burst is invisible and no roll to hit is required, but it can be dodged if the holder of the target item is aware of this attack. Roll 1d per level of this spell. The holder of the item must then make a ST roll modified as follows: +2 for a two-handed weapon; +2 once he knows that his item is being targeted by this spell; -1 per 2 points of basic damage that the caster rolled. On a failure, he drops his weapon or other item he is holding, and it flies 1d-1 yards away from the caster! On success by 0-2, his weapon or item becomes unready. Success by 3+ causes him no ill effects.
This spell affects only handheld items, not rings or belts or other items, unless these are physically carried in the hands (not worn). Shields strapped to the arm are unaffected, but bucklers are affected.
Statistics: Crushing Attack (Accessibility, Only on hand-held items, -15%; Affects Insubstantial, +20%; Cosmic, No die roll required, +100%; Costs Fatigue, 1 FP, -5%; Increased 1/2D, 10x, +15%; Increased Range, 10x (Accessibility, Underwater only, 50%), +15%; Magical, -10%; No Signature, +20%; No Wounding, -50%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Underwater, +20%) [9/level]. The damage-to-disarm rule unifies rules from p. 11 of GURPS Gun Fu and p. B401.

Net
Keywords: Area (Fixes).
Full Cost: 29 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 20 yards.
Duration: Instantaneous.
 
You conjure a 2-yard-radius sticky net that falls over an area. Anyone covered by the net is grappled with ST 12 and rooted in place. They cannot select the Move or Change Posture maneuvers or change facing, and are at -4 to DX. Each additional net cast over the area increases the ST by 1.
To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of the Net. 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 Net. Innate Attacks hit automatically; other attacks are at -4. External attacks on the Net take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). The Net has DR 4. Each point of damage reduces ST by one. At ST 0, the Net is destroyed and the victims are freed. The Net can only be damaged by cutting attacks.
Victims also can roll thrust damage once per turn against the Net 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 12 (Area Effect, 2 yards, +50%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Only Damaged By Cutting, +30%; Overhead, +30%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [29].
 
Portrait
Keywords: None.
Full Cost: 2 points.
Casting Roll: Skill. Use Artist (Portrait Spell) if higher.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
 
Using this spell, the caster can capture a particular scene permanently within a ball or globe of crystal; the area reproduced is a perfect sphere, so it fits smoothly within the crystal globe. The caster may substitute an Artist (Portrait Spell) roll for the casting roll. This is a new Artist skill specialty that defaults to Artist (Illusion)-2. The maximum size of the captured area that must be within line of sight depends on the margin of success. Look up the margin of success in the Size column on the Size and Speed/Range Table (p. B550) and use the corresponding Linear Measurement value as the area’s radius. The image within the ball captures the scene in perfect visual detail.
Note that in the case of writing, reducing a page or length of scroll sufficiently to capture its text in even a 1-foot globe will reduce the size of the writing to near illegibility; such works are hard to transport and store, and are subject to breakage.
The spell requires a sphere of glass or crystal that can be as small as 1 inch in diameter or as large as 1 foot in diameter. The crystal ball is held in one hand while the other hand is used to perform the spell's somatic component.
Statistics: Control Glass (Accessibility, Only to capture scenes into crystal spheres, -80%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [2].
 
Reveal Magic
Keywords: Area (Leveled), Information.
Full Cost: 32 points for level 1 + 7.5 points/additional level.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: 100 yards.
Duration: 30 seconds.
 
When cast on a spherical area, this spell reveals magical auras for everyone to see. Each magical aura gives off light equivalent to a torch. This includes creatures, objects, and areas under the effects of magic, and enchanted items. The caster rolls against skill + Talent to reveal these auras, penalized for range to the edge of the area, and if a new magic aura is brought into the area, the caster must make a new roll for it. The caster or any other observers do not gain any insight about the nature of the revealed effects, only their presence. However, they may follow-up with a Thaumatology roll or other spells and abilities to learn more about the magical auras that were revealed.
Statistics: Detect (Magic; Area Effect, 2 yards, Spherical, +40%; Based on IQ, Own Roll, +20%; Cannot Analyze, -10%; Costs Fatigue, 2 FP, -10%; Extended Duration, 3x, +20%; Magical, -10%; Persistent, +40%; Precise, +100%; Ranged, +40%; Reflexive, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%; Visible, -10%) [32]. Additional levels add Area Effect, Spherical (+75%) [+7.5].
  
Shadow Double
Keywords: None.
Full Cost: 49 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP to cast, 1 FP to maintain.
Casting Time: 1 second.
Range: Self.
Duration: Indefinite.
 
The caster creates a double of himself woven from shadowstuff. The double possesses the caster’s full knowledge and mundane powers (it cannot cast spells, use psionics, use magical abilities, etc.), but no gear. The double is under caster’s mental control. If the caster dies, the double dies as well, but the reverse is not true. Should the double die, the next casting of this spell will cost extra 10 FP (this does not apply to maintenance, only to casting).
If the caster can see his shadow double, he may use it as the origin of his spells or other supernatural abilities, including touch attacks.
Statistics: Duplication 1 (Accessibility, Mundane abilities, -10%; Construct, +60%; Cosmic, Origin of spells, limited by Vision-Based, Reversed, +40%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [49].

Souldrinker
Keywords: Resisted (Will).
Full Cost (Short-Range): 57 points for level 1 + 9 points/additional level.
Full Cost (Ranged): 69 points for level 1 + 11 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard) – Unlimited (standard).
Duration: Instantaneous.
 
You can steal HP from a living victim or undead spirit (ghost, spectre, wraith, etc.) to replenish your own. You must be able to see your victim with your unaided sight while stealing his life. If the victim fails to resist, he loses HP equal to the level of this spell; for every 1 HP he loses, you recover 1 HP.
Statistics: Leech 1 (Accelerated Healing, +25%; Affects undead spirits, +10%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Malediction 1, +100%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Vision-Based, Reversed, -20%) [57 + 9/additional level]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+12 + 2/additional level].
 
Town Portal
Keywords: None.
Full Cost: 25 points.
Full Cost (Improved): 29 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 character point, 1 FP or more, see text.
Casting Time: Special, see text.
Range: Touch.
Duration: 3d seconds.
 
You create a two-dimensional 3-yard-radius circular portal that leads to the central fountain of a city or town you have visited before. Interplanar travel is not possible. The basic (25-point) version of this spell creates a portal to the nearest town that meets the requirements, while the improved (29-point) version creates a portal to any city or town with a central fountain that the caster has visited before.
Teleportation distance also penalizes your casting roll. Distance penalties appear on the table below. If actual distance falls between two values, use the higher.

Distance

Skill Penalty

10 yards

0

20 yards

-1

100 yards

-2

500 yards

-3

2 miles

-4

10 miles

-5

Add an additional -1 for each 10x increase in distance.
The amount of time taken to cast Town Portal affects the skill roll, as follows:

Preparation Time

Skill Modifier

10 minutes

0

11 minutes

+1

12 minutes

+2

14 minutes

+3

18 minutes

+4

25 minutes

+5

40 minutes

+6

1 hour

+7

2 hours

+8

4 hours

+9

8 hours

+10

This table is not open-ended; +10 is the maximum possible bonus.
Apply a bonus of +1 per additional FP spent. You must declare this before you roll, and you lose the FP whether you succeed or fail.
On a success, the portal appears and lingers for 3d seconds, and anyone who walks into it is instantly teleported to the destination. After a creature teleports, it is disoriented – it may take no action other than defense for one turn, unless it makes a Body Sense roll. On a failed casting, the portal does not appear and you strain your teleporting ability: you are at -5 to cast this spell again in the next 10 minutes. On a critical failure, your spell temporarily “burns out” and will not function again for 1d hours.
Statistics: Warp (Character point-powered, x1/5; Anchored, Nearest town with a central fountain that you have visited before, -50%; Costs Fatigue, 1 FP, -5%; Extra Carrying Capacity, Extra-Heavy, +50%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Reliable 2, Only to negate removal penalties, +5%; Requires Gestures, -10%; Requires Magic Words, -10%; Tunnel, Before, +100%) [25]. The improved version replaces Anchored, Nearest town with a central fountain that you have visited before, -50% with Anchored, Town with a central fountain that you have visited before, -30% [+4].

 

DIVINE SPELLS

 
Censure
Keywords: Resisted (Will).
Full Cost: 35 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 3 FP.
Casting Time: 4 seconds.
Range: Touch.
Duration: Permanent.
 
If the subject fails to resist, the creature is marked by the spell. The mark is visible to the casting priest and all followers of the same faith. Priests of the same alignment who worship other deities cannot see the mark, but instinctively react to a censured creature with aversion. Regardless of whether they can see the mark or not, priests of the same alignment react to the marked creature at -3.
To beings of the caster’s faith, the mark shines clearly through clothing and disguises including disguising magic, and even invisibility. However, the mark is invisible to the one bearing it - who may not even know of its existence if it was bestowed in a battle or while the creature was asleep or unconscious. Worshipers can thus readily spy upon and follow those marked as enemies even in crowds or busy city streets. Priests are warned that misuse of such a spell brings about swift divine disfavor.
The mark can be removed by Remove Curse, Break Enchantment, or the marked person atoning himself.
Statistics: Affliction 1 (Will; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 3 FP, -15%; Disadvantage, Social Stigma (Excommunicated; Cosmic, Extends to similar faiths, +50%), +15%; Divine, -10%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Negated Advantage, Invisibility, Only to the caster’s faith, +30%; No Signature, +20%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [35].
 
Faith Magic Zone
Keywords: Area (Leveled), Resisted (Will).
Full Cost (Short-Range): 43 points for level 1 + 5 points/additional level.
Full Cost (Ranged): 48 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: 1 minute.
 
This spell causes the casting of all arcane spells in the hemispherical area of effect to be slowed. Every creature and object in the area takes twice as long to cast arcane spells or activate magical abilities, including those of magic items. The minimum activation/casting time becomes one second. Anyone entering the area must resist each second or become likewise slowed. Anyone leaving the area stops being affected by this spell. In addition, any creature under this slowing effect also benefits from Magic Resistance 1 with the Improved enhancement (p. B67).
The Faith Magic Zone creates a dim, candle-equivalent silver radiance that emanates from the caster. Since the caster is not necessarily the center of the spell effect, there is no readily apparent way to know where the limits of the spell's effects are located.
Statistics: Affliction 1 (Will; Advantage, Faith Magic Zone, +50%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Decreased Time Rate, Only for the purpose of using magic, +80%; Divine, -10%; Extended Duration on Persistent, 10x, +40%; Fixed Duration, +0%; Low Signature, +10%; Malediction 1, +100%; Persistent, +40%; Reduced Duration, 1/3, -10%; Reduced Duration, 1/180, Only after the target leaves the area, -35%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [43]. Additional levels add more Area Effect (+50%) [+5]. Note: “Faith Magic Zone” is Magic Resistance 1 (Divine, -0%; Improved, +150%) [5]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].


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