Tuesday, 24 December 2024

Wizardry: Sandstorm Spells

Wizardry: Sandstorm Spells

Sandstorm is the desert counterpart of Frostburn. While it does have some rather infamous bits, overall it's a decent book. However, the spells section is rather underwhelming, with many spells being spells taken from Frostburn and reversed to be hot instead of cold. Despite that, there are some unique ones that definitely cannot be found anywhere else. So, here's all the spells from that book that I deem worth adapting to my games.

 
Antifire Sphere
Keywords: Buff.
Full Cost: 60 points.
Casting Roll: Skill.
Components: V, S.
Cost: 4 FP.
Casting Time: 4 seconds.
Range: Self.
Duration: 30 minutes.
 
You bring into being a mobile, spherical energy field that protects against fire. The sphere has a radius of 4 yards and moves with you, granting everyone inside DR 5 against fire attacks originating from the outside.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Antifire Sphere, +590%; Costs Fatigue, 4 FP, -20%; 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%) [60]. Note: “Antifire Sphere” is Damage Resistance 5 (Affects Others, +50%; Area Effect, 4 yards, Spherical, +115%; Force Field, +20%; Limited, Heat/Fire, -40%; Magical, -10%) [59].
  
Body Blaze
Keywords: Buff.
Full Cost: 15 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Self.
Duration: 18 seconds; each segment of the trail lasts for 10 seconds.
 
You are surrounded in flame, which does not harm you or your equipment. When you move, you leave a vertical trail of flame in your wake. The sheet of flame left behind you is 2 yards high, 2 inches wide, and lengthens as you move, exactly following the path you take across a horizontal surface—you leave no trail on vertical surfaces or through the air because the sheet of flame must be anchored on a horizontal surface. The blazing wall deals 1d-1 burning damage to any creature passing through it and emanated light like a torch. You are not damaged by your own blazing wall.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Body Blaze, +170%; 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%; Takes Extra Time 1, -10%) [15]. Note: “Body Blaze” is Burning Attack 1d-1 (Area Effect, 1 yard, +25%; Aura, +80%; Environmental, Ground, -20%; Magical, -10%; Melee Attack, Reach C, -30%; Persistent, +40%; Wall, Shapeable, +60%) [10] + DR 5 (Force Field, +20%; Limited, Only your own Body Blaze, -80%; Magical, -10%) [5] + Illumination (Area Effect, 1 yard, +25%; Environmental, Ground, -20%; Magical, -10%; Persistent, +40%; Wall, Shapeable, +60%) [2].
  
Cloak of Shade
Keywords: Buff.
Full Cost (Self): 8 points.
Full Cost (Touch): 23 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 minute.
Range: Self – Touch.
Duration: 5 hours.
 
The subject is wrapped in an envelope of perfect shade. This prevents sunburn and reduces effective temperature by 10°F when sunlight is a significant source of heat. It also reduces Vision penalties for glare by -1 and provides +1 to HT rolls to resist flashes, dazzling, etc.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Cloak of Shade, +30%; Costs Fatigue, 2 FP, -10%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [8]. Note: “Cloak of Shade” is Immunity to Sunburn (Magical, -10%) [1] + Robust Vision (Magical, -10%) [1] + Temperature Tolerance 1 (Hot; Magical, -10%) [1]. 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].
  
Control Sand
Keywords: None.
Full Cost: 15 points for level 1 + 7.5 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP to cast, 1 FP to maintain.
Casting Time: 1 second.
Range: 100 yards.
Duration: Indefinite.
 
You can shape and move a particular mass of dust or sand. You can affect up to 10 x (level squared) lbs. of dust or sand in the form of a single amorphous mass.
After establishing control, you can reshape the target. You can also force it to flow (even uphill) at Move 1, but you can’t lift it into the air! It can’t cause direct damage, but creative use of it can inflict -1 to combat and other skills.
Statistics: Control Sand 1 (Costs Fatigue, 2 FP, -10%; Magical, -10%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%) [15]. Additional levels add Control Sand (Costs Fatigue, 2 FP, -10%; Magical, -10%; Only increases the affected mass, -50%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%) [7.5/level]. Note: As this is one advantage (Control Sand) with the Costs Fatigue limitation, not two, it costs only 2 FP to use.
  
Desert Binding: Sand in the Hourglass
Keywords: Resisted (Will).
Full Cost: 47 points.
Casting Roll: Skill.
Components: V, S.
Cost: 5 FP.
Casting Time: 10 minutes.
Range: Touch.
Duration: Permanent.
 
The subject assumes the form of a minute portion of sand, each grain of which looks like its head. Held in a clear glass container, usually an hourglass, the subject remains aware of its surroundings (from multiple viewpoints) and can speak (from multiple, tiny mouths), but cannot leave the hourglass, attack, or use any other abilities. The subject does not need to breathe, eat, or drink while subject to sand in the hourglass, nor does it age. Shattering the hourglass before the spell ends slays the bound creature, and its body remains sand (effectively destroyed).
This spell cannot be dispelled by Dispel Magic, but Remove Curse or Break Enchantment will lift its effects. You can also specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name or identity but otherwise must be based on observable actions or qualities. Once the spell is cast, its triggering conditions cannot be changed.
Statistics: Affliction 1 (HT; Based on IQ, Own Roll, +20%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 5 FP, -25%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, Variant, +150%; Requires a container, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [47].
 
Desert Binding: Wind in the Waste
Keywords: Resisted (Will).
Full Cost: 44 points.
Casting Roll: Skill.
Components: V, S.
Cost: 5 FP.
Casting Time: 10 minutes.
Range: Touch.
Duration: Permanent.
 
The subject is transformed into a howling wind blowing across the waste. The victim retains knowledge of its prior existence, but has no abilities other than to howl with the wind. Because of its insubstantial nature, the subject is nearly impossible to define or specifically locate. The GM might allow the victim to be found through special means or through powerful magic. This spell can only be cast in a desert.
This spell cannot be dispelled by Dispel Magic, but Remove Curse or Break Enchantment will lift its effects. You can also specify triggering conditions that end the spell and release the creature whenever they occur. These triggers can be as simple or elaborate as you desire, but the GM must agree that the condition is reasonable and has a likelihood of coming to pass. The conditions can be based on a creature’s name or identity but otherwise must be based on observable actions or qualities. Once the spell is cast, its triggering conditions cannot be changed.
Statistics: Affliction 1 (HT; Based on IQ, Own Roll, +20%; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 5 FP, -25%; Environmental, Desert, -40%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, Variant, +150%; Requires Gestures, -10%; Requires Magic Words, -10%) [44].
  
Dispel Water
Keywords: Area (Fixed), Resisted (Will or spell).
Full Cost (Short-Range): 20 points.
Full Cost (Ranged): 25 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous.
 
Attempts to negate every instance of water magic in a 2-yard-radius hemispherical area. Note how much the caster’s skill roll succeeds by; every spell in the area resists separately with a Quick Contest. Use the spell’s level (if a skill) or the caster’s Will + Talent (if a power); for the latter, the Talent is usually Sorcery Talent or some type of Magery. If the caster of Dispel Magic wins, the spell dissipates; but it may be recast normally. Some spells explicitly state that they are unaffected by Dispel Magic. It also cannot end Truly Permanent effects, such as the magic of enchanted items.
Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Interruption, -50%; Magical, -10%; One Power, Water, -50%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Short-Range 1, -10%; Takes Extra Time 1, -10%) [20]. The Ranged version removes Short-Range 1, -10%) [+5].
  
Flaywind Burst
Keywords: Cone, Obvious.
Full Cost: 12.5 points for level 1 + 6.5 points/additional level.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
 
This spell creates a severe blast of air (approximately 70 mph) that originates from you, filled with scouring, supernatural grit that literally strips flesh. This gust does 1d crushing damage per level, doubled, for the purposes of knockback only, and has a 1/2D range of 5 yards. It can also snuff out candles, sweep the floor, and so on. Against enemies with Injury Tolerance (Diffuse), such as gaseous beings and swarms, this becomes a much more potent attack, doing full damage – including the doubling! Ignore the usual injury cap of 2 HP (Injury to Unliving, Homogenous, and Diffuse Targets, p. B380). In addition, it does 1d linked cutting damage with no knockback or blunt trauma from the grit that does not scale with spell level.
This is a 1-yard-wide cone attack that uses the rules for Cone Attacks (p. B413). On the battle map, it is a 1x10 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: Crushing Attack 1d (Cone 1, +60%; Cosmic, Does knockback-based damage against diffuse targets, +50%; Costs Fatigue, 1 FP, -5%; Double Knockback, +20%; Increased 1/2D, 5x, +10%; Link, +10%; Magical, -10%; No Blunt Trauma, -20%; No Wounding, Except against diffuse targets, -25%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [6.5/level] + Cutting Attack 1d (Cone 1, +60%; Increased 1/2D, 5x, +10%; Link, +10%; Magical, -10%; No Blunt Trauma, -20%; No Knockback, -10%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [6].
  
Flesh to Salt
Keywords: Resisted (HT).
Full Cost (Touch): 50 points.
Full Cost (Short-Range): 53 points.
Full Cost (Ranged): 58 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Permanent.
 
The subject, along with all its carried gear, turns into a mindless, inert statue of rock salt. Salt statues are extremely susceptible to dissolution by water – if exposed to flooding or heavy rain, they lose 1d HP per minute. A steady rain makes it lose 1 HP per minute. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch. Only creatures made of flesh are affected by this spell. This cannot be undone via Dispel Magic; countering it requires Remove Curse or the equivalent of Stone to Flesh.
Statistics: Affliction 1 (HT; Accessibility, Only on creatures made of flesh, -10%; Based on IQ, Own Roll, +20%; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 2 FP, -10%; Extended Duration, Permanent, +150%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, Variant, +150%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [50]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
  
Freedom of Breath
Keywords: Buff.
Full Cost (Self): 9 points.
Full Cost (Touch): 24 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Self – Touch.
Duration: 30 minutes.
 
The subject can breathe freely in conditions that ordinarily inhibit respiration, such as sandstorms. This effect filters out ordinary contaminants, such as dust, pollen, smoke, but not contact agents.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Freedom of Breath, +50%; 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%) [9]. Note: “Freedom of Breath” is Filter Lungs (Magical, -10%) [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].
  
Fuse Sand
Keywords: None.
Full Cost: 2 points/level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: Instantaneous.
 
This spell causes normal sand to melt slightly and stick, forming a relatively soft and porous building material. The sand being transmuted can weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on. On average, a hex of sand weighs 64 pounds per inch of thickness. Fused sand walls provide DR 0.5* per inch of thickness. Typically, such walls are at least 3 feet thick.
If a creature stands in the sand that is being fused, it will not get stuck.
Statistics: Create (Magical, -10%; Ranged, +40%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Transmute Sand to Fused Sand, +50%; Transmutation Only, -100%) [2/level].
  
Haboob
Keywords: Area (Fixed).
Full Cost: 60 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 100 yards.
Duration: 10 seconds.
 
A thick haze of swirling dust and sand swirls for the duration of the spell in a 4-yard-radius 4-yard-high cylindrical area.  Use Innate Attack (Gaze), at +4, to center the area; see Scatter (p. B414) if you miss. Hearing and Vision rolls (including Infravision and Ultravision) made in the area or through the area take a -7 penalty, and the area itself can be detected at +7. At the end of the duration, the hail disappears, leaving no aftereffects (other than the damage dealt). Anyone breathing in the dust cloud loses 1 FP to suffocation. Once he loses 1/3 of his FP to this effect, he begins to cough (p. B428) until he recovers FP above this threshold. Creatures with Doesn’t Breathe or Filter Lungs are immune to this suffocation effect.
Statistics: Fatigue Attack 1 point (Area Effect, 4 yards, +100%; Link, +10%; Magical, -10%; Persistent, +40%; Respiratory Agent, +50%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Suffocation, +0%; Symptom, 1/3 FP, Coughing, +60%; Takes Extra Time 1, -10%) [10] + Obscure Hearing 7 (Area Effect, 4 yards, +50%; Link, +10%; Magical, -10%; Ranged, +50%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [23] + Obscure Vision 7 (Area Effect, 4 yards, +50%; Costs Fatigue, 2 FP, -10%; Extended, Infravision, Ultravision, +40%; Link, +10%; Magical, -10%; Ranged, +50%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [27].
  
Hydrate
Keywords: None.
Full Cost: 23 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Instantaneous.
 
By making physical contact with a subject, you may immediately heal him 2 FP lost to dehydration, and any FP used to cast this spell will be treated as FP lost to dehydration. You may cure dehydration of any living being that drinks water, be it animal or plant, but you cannot use it on yourself.
Your casting roll is at -2 if the subject is unconscious. In addition, if used more than once per day on a given subject, you are at a cumulative -3 per successful healing. Failure costs you 1d FP instead of the usual 2 FP!
If you cast this spell on a target of a different size from you, reverse the SM difference and apply it as a modifier; for example, the roll to help an SM-2 creature  by a SM+0 caster would be at +2.
Statistics: Healing (Accessibility, Only dehydration-caused FP, -40%; Capped, 2 FP, -25%; Fatigue Only, +0%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Xenohealing, All water-dependent living creatures, +60%) [23].
  
Locate Water
Keywords: Information.
Full Cost (Basic): 18 points.
Full Cost (Improved): 23 points.
Casting Roll: Skill. Use skill for analysis.
Components: V, S.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: Unlimited (standard) – Unlimited (long-distance).
Duration: Instantaneous.
 
This spell detects sources of water. The GM rolls against the caster’s skill (plus Talent), applying range penalties to the nearest substantial source of water. The caster may exclude any specific water sources he wishes. Success reveals the exact location of the water source, but does not allow follow-up spells to be cast on it.
If the detection roll is successful, the GM makes a second roll against the better of the caster’s skill. Talent applies here but range penalties do not. Success reveals what the water source is, if the caster is familiar with it, or gives a more vague description, if the caster is not familiar with it.
The basic (18-point) version of this spell takes standard range penalties. The improved (23-point) one uses long-distance modifiers.
Statistics: Detect (Water; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Precise, Nontargeting, +90%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Effect, +20%; Takes Extra Time 2, -20%) [18]. The improved version adds Long-Range 1 (+50%) [+5].
  
Mantle of the Fiery Spirit
Keywords: Buff.
Full Cost: 17 points.
Casting Roll: Skill.
Components: V, S, M.
Cost: 33 character points.
Casting Time: 10 minutes.
Range: Touch.
Duration: Truly Permanent.
 
This spell permanently adds the fire subtype to the targeted creature. The skin, hair, and scales of the creature subtly change color to take on a fiery tint. This gives -2 to Disguise and Shadowing skills and +2 to others’ attempts to identify or follow it. The recipient of a Mantle of the Fiery Spirit gains DR 20 against external and internal fire attacks (this includes eyes), immunity to noxious non-damaging fire effects, and its upper end of the temperature comfort zone extends for extra 5 x HT degrees. However, the recipient takes double injury from cold attacks.
Material Component: A burning lump of coal and a fire opal worth at least $600.
Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Mantle of the Fiery Spirit, +450%; Based on IQ, Own Roll, +20%; Character point-powered, x1/5; Extended Duration, Truly Permanent, +300%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Trigger, Material Component, -20%) [17]. Note: “Mantle of the Fiery Spirit” is Alternate Form (Mantle of the Fiery Soul*) [45].
* A meta-trait: DR 20 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Heat/Fire, -40%; Tough Skin, -40%) [50]; Immunity to Noxious Fire Effects [10]; Temperature Tolerance 5 (Hot) [5]; Unnatural Features 2 (Fiery hair and skin) [-2]; Vulnerability (Cold, x2) [-30]. 33 points.
  
Protection from Desiccation
Keywords: Buff.
Full Cost (Self): 10 points for level 1 + 5 points/additional level.
Full Cost (Touch): 25 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self – Touch.
Duration: 30 minutes.
 
The subject becomes magically warded against desiccation attacks, including internal attacks. He and has DR against desiccation attacks equal to 5 * spell level. This DR is ablative - it stops damage once. Each point of DR stops one point of basic damage but is destroyed in the process.
Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration). Even when this spell has worn off, the subject still recovers “virtual” DR at the same rate. Thus, if this spell granted DR 10, and the subject took 4 point of damage, reducing it to 6, then recasting this spell immediately on the same subject would only provide DR 6, because he hasn’t “recovered” yet.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Protection from Desiccation 1, +50%; 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%) [10]. Additional levels add further Protection from Desiccation to the Advantage enhancement (+50%) [+5]. Note: Each level of “Protection from Desiccation” is Damage Resistance 5 (Ablative, -80%; Includes Eyes, +10%; Includes Internal, +20%; Limited, Desiccation, -60%; Magical, -10%) [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].
 
Sandform
Keywords: Buff.
Full Cost: 59 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Self.
Duration: 3 minutes.
 
This spell transforms the caster and clothing and gear weighing up to his Basic Lift into an amorphous mass of living sand. The caster gains the Sandform meta-trait; see the footnote below for details.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Sandform, +600%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [59]. Note: “Sandform” is Alternate Form (Sandform*; Can Carry Objects, No Encumbrance, +10%; Magical, -10%) [60]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so.
* A new meta-trait: ST-2 [-20]; DX-2 [-40]; Basic Move -2 [-10]; Blindness [-50]; Doesn’t Breathe [20]; DR 2 [10]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse; Infiltration, +40%) [140]; Injury Tolerance (No Eyes) [5]; Invertebrate [-20]; No Legs (Slithers) [0]; No Manipulators [-50]; Permeation (Sand) [10]; Pressure Support 2 [10]; Temperature Tolerance 10 [10]; Vacuum Support [5]; Vibration Sense (Air) [10]. 60 points.
 
Sandstorm
Keywords: Area (Leveled).
Full Cost: 53 points for level 1 + 13 points/additional level.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 10 seconds.
 
This spell creates a circular sandstorm with an “eye” of calm inside (a good place for the caster to stand). The radius of the eye can be up to half that of the storm – or smaller, if the caster wishes. The caster may move the sandstorm at Move 1 with a Concentrate maneuver. The sandstorm is a 4-yard-high cylinder.
Low-tech missiles are buffeted off course as they cross the sandstorm, and suffer a -3 penalty to hit. High-tech bullets suffer a -1 penalty to hit. Any creature trying to cross the sandstorm takes 4d knockback damage. Knockback from this moves victims sideways (all clockwise or all anticlockwise; decide when casting the spell) rather than away from the sandstorm. Any Vision rolls made through the sandstorm, including those relying on Infravision and Ultravision, are at -4 due to dust and sand suspended in the air. Hearing rolls likewise take a -4 penalty, and the borders of the area can be detected at +4 both by hearing and sight.
Statistics: Crushing Attack 2d (Area Effect, 2 yards, +50%; Cosmic, Impedes Projectiles, +50%; Costs Fatigue, 1 FP, -5%; Double Knockback, +20%; Environmental, Air, -5%; Link, +10%; Magical, -10%; Mobile 1, +40%; No Blunt Trauma, -20%; No Wounding, -50%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Selective Area, Only to create an “eye” or decrease the area, +10%) [20] + Obscure 4 (Vision; Extended, Infravision and Ultravision, +40%; Link, +10%; Magical, -10%; Mobile 1, +40%; Ranged, +50%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Area, Only to create an “eye” or decrease the area, +10%) [18] + Obscure 4 (Hearing; Link, +10%; Magical, -10%; Mobile 1, +40%; Ranged, +50%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Area, Only to create an “eye” or decrease the area, +10%) [15]. Additional levels add further levels of Area Effect (+50%) to all advantages [+13].
  
Searing Exposure
Keywords: Resisted (HT).
Full Cost (Touch): 17 points.
Full Cost (Short-Range): 18 points.
Full Cost (Ranged): 22 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous.
 
You expose the target to the effect of hours of exposure to severe heat and the desert sun in only a moment. If the victim fails to resist, he takes 1d-3 non-incendiary burning damage, ignoring DR, and loses 2 FP. Treat FP lost to this spell as though they were lost to extreme heat (p. B434). Targets who are immune to sunburn are immune to the burning damage caused by this spell, but not to FP loss.
Statistics: Burning Attack 1d-3 (Based on HT, +20%; Based on IQ, Own Roll, +20%; Link, +10%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [5] + Fatigue Attack 2 points (Based on HT, +20%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Heat, +20%; Link, +10%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [12]. The Short-Range version removes Melee Attack, Reach C, -30% from both advantages [+1]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% for both advantages [+4].
  
Slipsand
Keywords: None.
Full Cost: 3.5 points/level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: 20 yards.
Duration: Instantaneous.
 
This spell transforms natural sand into the deadly slipsand. The sand being transmuted can weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on. On average, a hex of sand weighs 64 pounds per inch of thickness.
Statistics: Create (Cosmic, Supernatural Element, +50%; Magical, -10%; Ranged, +40%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%; Transmute Sand to Slipsand, +50%; Transmutation Only, -100%) [3.5/level].
  
Sunstroke
Keywords: Resisted (HT).
Full Cost (Touch): 20 points.
Full Cost (Short-Range): 23 points.
Full Cost (Ranged): 28 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous.
 
You cause a living creature to experience the effects of heatstroke. If the victim fails to resist, he loses 1d FP. Treat FP lost to this spell as though they were lost to extreme heat (p. B434).
Statistics: Fatigue Attack 1d (Accessibility, Only on living creatures, -10%; Based on HT, +20%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Heat, +20%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [20]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
  
Symbol of Thirst
Keywords: Obvious, Resisted (Will).
Full Cost: 67 points.
Casting Roll: Skill.
Components: V, S, M.
Cost: 2 FP.
Casting Time: 10 minutes.
Range: Touch.
Duration: Permanent or until discharged, then 15 minutes.
 
This spell allows you to scribe a potent rune of power upon a surface. Multiple Symbols of Thirst cannot be cast on the same area. When triggered, a Symbol of Thirst forces every sapient creature within 8 yards to roll a Quick Contest of Will vs. the caster’s skill or experience tormenting thirst (p. B428) for 10 minutes per point of margin of victory. Once triggered, the symbol becomes active and glows, lasting for 15 minutes, forcing this Quick Contest every second.
Each affected creature, desperate and unable to focus on any other goal, must drink as deeply as it can. The affected creatures run to the nearest body of water in sight, grab and empty the closest container of water or liquor (even those carried by allies), or run toward the nearest known source of water. No matter how much a subject drinks, the sensation of thirst is not quenched. Creatures that do not require water to survive are immune to this effect.
If denied the opportunity to quench its thirst, an affected creature flies into a rage similar to the Berserk disadvantage (p. B124). The subject attacks friend and foe alike in its quest to find water, but the rage abates as soon as the subject deals with the obstacle.
Until it is triggered, the Symbol of Thirst is inactive (though visible and legible at a distance of 20 yards). To be effective, a Symbol of Thirst must always be placed in plain sight and in a prominent location. Covering or hiding the rune renders the Symbol of Thirst ineffective, unless a creature removes the covering, in which case the Symbol of Thirst works normally.
As a default, a Symbol of Thirst is triggered whenever a creature does one or more of the following, as you select: looks at the rune; reads the rune; touches the rune; passes over the rune; or passes through a portal bearing the rune. Regardless of the trigger method or methods chosen, a creature more than 8 yards from a Symbol of Thirst can’t trigger it (even if it meets one or more of the triggering conditions, such as reading the rune). Once the spell is cast, a Symbol of Thirst’s triggering conditions cannot be changed.
In this case, “reading” the rune means any attempt to study it, identify it, or fathom its meaning. Throwing a cover over a Symbol of Thirst to render it inoperative triggers it if the symbol reacts to touch. You can’t use a Symbol of Thirst offensively; for instance, a touch-triggered Symbol of Thirst remains untriggered if an item bearing the Symbol of Thirst is used to touch a creature. Likewise, a Symbol of Thirst cannot be placed on a weapon and set to activate when the weapon strikes a foe.
You can also set special triggering limitations of your own. These can be as simple or elaborate as you desire. Special conditions for triggering a Symbol of Thirst can be based on a creature’s name or identity, but otherwise must be based on observable actions or qualities. Intangibles such hit points don’t qualify.
When scribing a Symbol of Thirst, you can specify a password or phrase that prevents a creature using it from triggering the effect. Anyone using the password remains immune to that particular rune’s effects so long as the creature remains within 20 yards of the rune. If the creature leaves the radius and returns later, it must use the password again.
Read Magic allows you to identify a Symbol of Thirst. Of course, if the Symbol of Thirst is set to be triggered by reading it, this will trigger the symbol.
A Symbol of Thirst can be removed by a successful Dispel Magic. An Erase spell has no effect on a Symbol of Thirst. Destruction of the surface where a Symbol of Thirst is inscribed destroys the symbol but also triggers it.
Material Component: Powdered diamond and opal with a total value of at least $2,000 each.
Statistics: Affliction 1 (Will; Accessibility, Only sapient creatures, -10%; Area Effect, 8 yards, Spherical, +190%; Based on IQ, Owl Roll, +20%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Delay, Supernatural Trigger, +100%; Environmental, Surface, -5%; Extended Duration, 10x, +40%; Extended Duration on Persistent, 100x, +80%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; Nuisance Effect, Cannot overlap, -5%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Tormenting Thirst, +150%; Trigger, Diamond and Opal Powder, -25%) [67].
  
Tormenting Thirst
Keywords: Resisted (Will).
Full Cost (Touch): 31 points.
Full Cost (Short-Range): 34 points.
Full Cost (Ranged): 39 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 18 seconds.
 
This spell fills a sapient subject with a terrible sense of thirst. Desperate and unable to focus on any other goal, it must drink as deeply as it can. The affected creature runs to the nearest body of water in sight, grabs and empties the closest container of water or liquor (even those carried by allies), or runs toward the nearest known source of water. No matter how much the subject drinks, the sensation of thirst is not quenched. Creatures that do not require water to survive are immune to this spell.
If denied the opportunity to quench its thirst, an affected creature flies into a rage similar to the Berserk disadvantage (p. B124). The subject attacks friend and foe alike in its quest to find water, but the rage abates as soon as the subject deals with the obstacle.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient creatures, -10%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; 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%; Tormenting Thirst, +150%) [31]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
  
Transcribe Symbol
Keywords: Obvious.
Full Cost: 9 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP to cast, 1 FP to maintain.
Casting Time: 1 second.
Range: Touch.
Duration: Indefinite.
 
You place a protective spell upon your hand that allows you to touchban untriggered magic sigil (suchbas a Glyph of Warding or Symbol of Death), and even move it, without triggering it. To pick up the symbol in this manner, you must make a successful casting roll. Failure indicates that you trigger the magic sigil. If the check is successful, you transfer the sigil to your hand. You can then use a Ready maneuver to place it upon a surface of the sort on which it can normally be inscribed. The transferred sigil works normally thereafter and retains its original triggering conditions, although its new location might make those conditions difficult or impossible to achieve.
You can maintain the magic sigil on your hand as long as you concentrate. If your concentration lapses while the sigil is stored, it immediately triggers upon you (and only you), even if you would normally not meet its trigger conditions. The effect has the same resistance roll as the original sigil did. The only safe way to rid yourself of a stored sigil is to place it upon a suitable surface.
Statistics: Control Magic Sigils 1 (Accessibility, Only to move, -20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Nuisance Effect, Sigil must remain in contact, -15%; Requires Gestures, -10%; Requires Magic Words, -10%) [6] + Immunity to Touch-Triggered Magic Sigils (Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [3].
  
Transmute Sand to Glass
Keywords: None.
Full Cost: 1 point/level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: 20 yards.
Duration: Instantaneous or 10 seconds; see text.
 
This spell transforms a mass of normal sand into solid, crude glass. The sand being transmuted can weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on. On average, a hex of glass weighs 64 pounds per inch of thickness.
If a creature stands in the sand that is being transmuted, it will not get stuck.
Created glass is unstable. It reverts back to sand in 10 seconds unless you use character points to “stabilize” it. Each point spent stabilizes a quantity worth 10% of the campaign’s average starting wealth. (This is just the tradeoff used for Trading Points for Money, p. B26.) Glass costs $2.1 per pound.
Points spent to stabilize matter come from your “Creation Pool,” a number of points set aside for the purpose. You can’t apply any modifiers to these points. Points used to stabilize matter are unavailable until reclaimed – which causes the matter to vanish. If the matter is crafted into an object, the item is unmade when the matter vanishes. If the matter is mixed with other materials (e.g., alloyed), you must separate it to reclaim your points; this can be a tedious process. If it’s destroyed (e.g., melts naturally) or transformed (e.g., eaten), you can’t reclaim your points – they’re gone. You can increase your Creation Pool with unspent points at any time.
Statistics: Create (Magical, -10%; Ranged, +40%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%; Transmute Sand to Glass, +50%; Transmutation Only, -100%) [1/level].
 
Transmute Sand to Stone
Keywords: None.
Full Cost: 2 points/level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: 20 yards.
Duration: Instantaneous or 10 seconds; see text.
 
This spell transforms a mass of normal sand into solid stone. The resulting stone can weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on. On average, a hex of rock weighs 112 pounds per inch of thickness.
If a creature stands in the sand that is being transmuted, it will not get stuck.
Created rock is unstable. It reverts back to sand in 10 seconds unless you use character points to “stabilize” it. Each point spent stabilizes a quantity worth 10% of the campaign’s average starting wealth. (This is just the tradeoff used for Trading Points for Money, p. B26.) Rock costs $0.25 per pound.
Points spent to stabilize matter come from your “Creation Pool,” a number of points set aside for the purpose. You can’t apply any modifiers to these points. Points used to stabilize matter are unavailable until reclaimed – which causes the matter to vanish. If the matter is crafted into an object, the item is unmade when the matter vanishes. If the matter is mixed with other materials (e.g., alloyed), you must separate it to reclaim your points; this can be a tedious process. If it’s destroyed (e.g., melts naturally) or transformed (e.g., eaten), you can’t reclaim your points – they’re gone. You can increase your Creation Pool with unspent points at any time.
Statistics: Create (Magical, -10%; Ranged, +40%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Transmute Sand to Stone, +40%; Transmutation Only, -100%) [2/level].
 
Transmute Stone to Sand
Keywords: None.
Full Cost: 2 points/level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: 20 yards.
Duration: Instantaneous.
 
This spell transforms a mass of stone into sand. The stone being transmuted can weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on. On average, a hex of rock weighs 112 pounds per inch of thickness.
Statistics: Create (Magical, -10%; Ranged, +40%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Transmute Stone to Sand, +40%; Transmutation Only, -100%) [2/level].
  
Volcano
Keywords: Area (Fixed).
Full Cost: 35 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP + 1 character point.
Casting Time: 1 hour.
Range: 100 yards.
Duration: The volcano grows for 83 days, then erupts for 1 day.
 
This very slow spell allows the caster to raise a small volcano or activate a dormant one. After the casting is done, the new volcano grows 2 yards in diameter each day, until it becomes 500 feet across at the end of 83 days. The cone tapers to a crater about 500 feet up. The reactivated dormant volcano does not grow, but does not activate until the 83 days pass. After 83 days pass, the volcano begins drawing magma from deep within the ground, spewing lava and smoke into the air. The eruption lasts for an entire day, after which the volcano becomes dormant again. A newly raised volcano does not recede back into the ground when the duration elapses.
Statistics: Control Volcanoes 1 (Accessibility, Only to raise a volcano or activate a dormant one, -20%; Cannot concentrate to extend duration, -10%; Character point-powered, x1/5; Costs Fatigue, 2 FP, -10%; Extended Duration on Persistent, 1,000x, +120%; Immediate Preparation Required, 1 hour, -75%; Magical, -10%; Onset, 83 days, -40%; Persistent, +40%; Natural Phenomenon, +100%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%) [5] + Control Volcanoes +9 (Accessibility, Only to raise a volcano or activate a dormant one, -20%; Cannot concentrate to extend duration, -10%; Character point-powered, x1/5; Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Extended Duration on Persistent, 1,000x, +120%; Immediate Preparation Required, 1 hour, -75%; Magical, -10%; Natural Phenomenon, +100%; Onset, 83 days, -40%; Persistent, +40%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%) [30]. Note: As this is one advantage (Control Volcanoes) with the Costs Fatigue, 2 FP limitation, not two, it costs only 2 FP to use.
  
Wall of Magma
Keywords: None.
Full Cost: 60 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP or more; see text.
Casting Time: 2 seconds.
Range: 50 yards.
Duration: 10 seconds or permanent; see text.
 
This spell creates a wall of magma that merges into adjoining rock surfaces, melting the rock at the point of connection to form a smooth bond. It is typically employed to close passages, portals, and breaches against opponents. The wall cannot be conjured so that it occupies the same space as a creature or another object. Unlike a Wall of Iron, you can create a Wall of Magma in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp.
A Wall of Magma is 1 inch thick, 1 yard tall, and 1 yard wide. You can double the wall’s area by halving its thickness. Each 1-hex square or 10-square-foot area of the wall has DR 13 per inch of thickness. Repeated impaling, piercing, and large piercing attacks against the same small spot (an area with SM 0 or less) lower DR at that specific point as if it were semi-ablative; repeated corrosion, crushing, cutting, or huge piercing attacks at that same spot reduce DR at that point as if it were ablative. DR never falls below 3. A magma wall 1” thick has HP 40. Each doubling increases HP by 20%. The wall weighs 130 pounds.
The wall sends forth waves of heat, dealing 4d burning damage per second on contact, 3d burning damage to everything within one yard, 2d burning damage to everything within two yards, and 1d burning damage to everything within four yards.
Created magma is unstable. It vanishes in 10 seconds unless you use character points to “stabilize” it. Each point spent stabilizes a quantity worth 10% of the campaign’s average starting wealth. (This is just the trade-off used for Trading Points for Money, p. B26.) Stone costs $0.75 per pound. Thus, a typical casting of Wall of Magma costs $97.5. A stabilized wall of magma eventually cools, becoming a stone wall. Optionally, the caster may pay 3 additional character points to create a stabilized wall of magma that is perpetually hot.
Points spent to stabilize matter come from your “Creation Pool,” a number of points set aside for the purpose. You can’t apply any modifiers to these points. Points used to stabilize matter are unavailable until reclaimed – which causes the matter to vanish. If the matter is crafted into an object, the item is unmade when the matter vanishes. If the matter is mixed with other materials (e.g., alloyed), you must separate it to reclaim your points; this can be a tedious process. If it’s destroyed (e.g., melts naturally) or transformed (e.g., eaten), you can’t reclaim your points – they’re gone. You can increase your Creation Pool with unspent points at any time.
Statistics: Burning Attack 4d (Area Effect, 4 yards, +100%; Dissipation, -50%; Link, +10%; Magical, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [28] + Create Stone 4 (Accessibility, Only walls adjoined to other rocky surfaces, -20%; Link, +10%; Magical, -10%; Ranged, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [32].
 
Wall of Salt
Keywords: None.
Full Cost: 32 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: 10 seconds or permanent; see text.
 
This spell creates a wall of salt crystal that merges into adjoining rock surfaces. It is typically employed to close passages, portals, and breaches against opponents. The wall cannot be conjured so that it occupies the same space as a creature or another object. Unlike a Wall of Iron, you can create a Wall of Salt in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp.
A Wall of Salt is 1 inch thick, 1 yard tall, and 1 yard wide. You can double the wall’s area by halving its thickness. Each 1-hex square or 10-square-foot area of the wall has DR 13 per inch of thickness. Repeated impaling, piercing, and large piercing attacks against the same small spot (an area with SM 0 or less) lower DR at that specific point as if it were semi-ablative; repeated burning, corrosion, crushing, cutting, or huge piercing attacks at that same spot reduce DR at that point as if it were ablative. DR never falls below 3. A salt wall 1” thick has HP 40. Each doubling increases HP by 20%. The wall weighs 130 pounds. Salt is extremely susceptible to dissolution by water – if exposed to flooding or heavy rain, the wall loses 1d HP per minute. A steady rain makes it lose 1 HP per minute.
Created salt is unstable. It vanishes in 10 seconds unless you use character points to “stabilize” it. Each point spent stabilizes a quantity worth 10% of the campaign’s average starting wealth. (This is just the trade-off used for Trading Points for Money, p. B26.) Salt costs $240 per pound. Thus, a typical casting of Wall of Salt costs $31,200.
Points spent to stabilize matter come from your “Creation Pool,” a number of points set aside for the purpose. You can’t apply any modifiers to these points. Points used to stabilize matter are unavailable until reclaimed – which causes the matter to vanish. If the matter is crafted into an object, the item is unmade when the matter vanishes. If the matter is mixed with other materials (e.g., alloyed), you must separate it to reclaim your points; this can be a tedious process. If it’s destroyed (e.g., melts naturally) or transformed (e.g., eaten), you can’t reclaim your points – they’re gone. You can increase your Creation Pool with unspent points at any time.
Statistics: Create Rock Salt 4 (Accessibility, Only walls adjoined to other rocky surfaces, -20%; Magical, -10%; Ranged, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [32].
 
Wall of Sand
Keywords: Area (Leveled), Obvious.
Full Cost: 24 points for level 1 + 5 points/additional level.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: Five minutes.
 
This spell conjures a flat, vertical wall of churning sand. It can be cast repeatedly, allowing the caster to put up multiple walls as needed. Each wall provides Cover DR 6 to those on the other side. The wall itself doesn’t take damage, but can be affected by such spells as Control Sand or Transmute Sand to Stone. Moving through a wall of sand requires the creature attempting to cross it to spend 2 extra movement points and roll its thrust damage. If it exceeds the Cover DR of the wall, the creature may move through it; otherwise it fails to do so. Those colliding with the wall take halved damage as if colliding with a soft object. If the damage they take exceeds Cover DR, they emerge on the other side.
On level 1, this spell lets the caster create a barrier that is six yards long, one yard wide, and four yards high. Each additional level doubles the length. The caster may form this into any shape he wishes.
Statistics: Crushing Attack 2d (Area Effect, 2 yards, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 30x, +60%; Magical, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Semi-Permeable, -20%; Variable, Area, +5%; Wall, Shapeable, +60%) [24]. Additional levels increase Area Effect (+50%) [+5].
  
Wall of Water
Keywords: None.
Full Cost: 45 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: 10 seconds or permanent; see text.
 
This spell creates a vertical wall of swirling water. A Wall of Water is 1 foot thick, 2 yards tall, and 2 yards wide. You can double the wall’s area by halving its thickness. To pass through the wall, a creature must make a Swimming roll and spend all movement points. SM-4 or smaller creatures that fail to move through the wall are trapped in it, possibly drowning, until they make a successful Swimming roll. The wall remains stable for 10 seconds, after which is dissipates harmlessly, but the caster may spend 1 character point to make it permanent.
Even though the wall is permeable, it affects combat. Vision rolls through the wall are made at -2. Ranged attacks through the wall of water take a -4 penalty. A thrown weapon or a projectile from another muscle-powered ranged weapon that travels through the wall counts distance traveled through the water as 10x the actual distance for the purpose of 1/2D and Max ranges. Thus, a perpendicular bow shot through a wall of water 1 foot thick adds 10 feet to the effective distance. High-speed projectiles, such as firearm bullets, count it as 1,000x the actual distance instead of 10x. For more details on underwater combat, consult pages 7-8 of Pyramid #3-26.
Statistics: Create Water 15 (Accessibility, Only vertical walls, -20%; Magical, -10%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [45].
  
Waste Strider
Keywords: Buff.
Full Cost (Self): 9 points.
Full Cost (Touch): 24 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Self – Touch.
Duration: 30 minutes.
 
The subjects can walk on top of sand rather than through it, avoiding the usual movement and combat penalties and leaving no footprints.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Waste Strider, +50%; 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%) [9]. Note: “Waste Strider” is Terrain Adaptation (Sand; Magical, -10%) [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].

 DIVINE SPELL

Global Warming
Keywords: Area (Fixed).
Full Cost: 182 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 6 FP.
Casting Time: 8 hours.
Range: Self.
Duration: 10 years.
 
This spell raises the ambient temperature of an 18-mile-radius hemispherical area around the caster by up to 80°F. The temperature lowers at a rate of 8°F per second. This will never do damage directly, but see Heat (p. B434) for effects. The caster may wish to cancel the effect with a Concentrate maneuver.
Statistics: Temperature Control 4 (Area Effect, 32,768 yards, +700%; Cancellation, +10%; Costs Fatigue, 6 FP, -30%; Divine, -10%; Emanation, -20%; Extended Duration, 30,000,000x, +300%; Hot, -50%; Immediate Preparation Required, 8 hours, -90%; Persistent, +40%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [182].
 


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