Friday, 10 January 2025

Wizardry: Draconomicon Spells I

Wizardry: Draconomicon Spells I

Draconomicon is one of my favorite D&D 3.5 books, so let's convert some of the spells from it to wizardry. After glancing through the list, I know that I'll have to skip many of them because they just either don't make sense in GURPS or would be inappropriate in my setting. Also, you have to keep in mind that spells in that book are split into two sections - one for player characters, and one for dragons. Let's do the character spells first.

Antimagic Ray is a short-duration spell that dispels ongoing effects, makes the target immune to magic, and suppresses magical abilities. This is a double-edged sword, I like this one.
Cheat is a cantrip based on a Probability Alteration perk from GURPS Psionic Powers.
Cloak of Bravery is, I believe, the first "aura" type effect.
Contingent Energy Resistance gives you DR against the first energy type you are attacked with.
Dragonsight is a buff spell that gives you Infravision and Night Vision 7.
Earthbind is a spell that disables the target's ability to fly. That's actually a very powerful effect.
Entice Gift is a cool spell that forces the subject to give you whatever it is holding.
Flight of the Dragon is cheaper and faster to cast than Overland Flight, but has more limitations.
Hide from Dragons is an expensive spell that is nonetheless powerful in highly specific situations.
Lower Spell Resistance lowers Magic Resistance. The original spell ignores SR, but doing that in GURPS would've made this spell way too expensive to be worth it.
Miser's Envy is another interesting mind control spell that compels the subject to obtain a certain object.
Scale Weakening is a specialized, but reasonably powerful and cheap spell that lowers DR.
Shield of Warding is a very useful spell that uses rules from Shields Up!
Suppress Breath Weapon mentally compels a creature to avoid using its breath weapon.

 ARCANE SPELLS


Antimagic Ray
Keywords: Missile, Obvious.
Full Cost: 47 points.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: 18 seconds.
 
You point your finger and utter the incantation, releasing a white ray that suppresses magic. The target must roll against its Will to resist. If it fails to resist, all ongoing magical effects affecting it are dispelled. In addition, the target becomes immune to magic spells and abilities that affect it directly and loses the ability to cast arcane spells or use magical abilities for the duration of this spell. The target still may use magic items. However, if a magic item is the target of Antimagic Ray, then its magical abilities are suppressed for the duration.
Statistics: Affliction 1 (Will; Advantage, Antimagic Ray, +210%; Based on Will, +20%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Link, +10%; Magical, -10%; Malediction 2, +150%; Reduced Duration, 1/10, -20%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Weaponized, -50%) [37] + Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Costs Fatigue, 1 FP, -5%; Increased 1/2D, 10x, +15%; Link, +10%; Magical, -10%; Ranged, +40%; Reduced Duration, 1/10, -20%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Weaponized, -50%) [10]. Note: “Antimagic Ray” is Static (Magic; Accessibility, Doesn’t affect worn gear, -20%; Magical, -10%) [21].
  
Contingent Energy Resistance
Keywords: Buff.
Full Cost: 15 points for level 1 + 10 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 minute.
Range: Self.
Duration: 5 hours.
 
While Contingent Energy Resistance is in effect, if you are dealt damage associated with one of the five types of energy (acid, cold, electricity, fire, or sonic), the spell automatically grants you and all your carried gear DR against that energy type equal to 2 * spell level for the remainder of the spell’s duration. This also protects against internal attacks, but does not provide any resistance against non-damaging energy effects (such as electrical conduction).
Once the energy type protected against by a particular casting of this spell is determined, it can’t be changed. You can’t have more than one Contingent Energy Resistance in effect on yourself at the same time—if you cast the spell a second time while an earlier casting is still in effect, the earlier spell automatically expires.
The DR granted by this spell does not stack with similar benefits against the same energy type (such as from the Resist Acid/Cold/Electricity/Fire/Sound spells).
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Contingent Energy Resistance 1, +100%; 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%) [15]. Note: Each level of “Contingent Energy Resistance” is Damage Resistance 2 (Force Field, +20%; Includes Internal, +20%; Limited, Energy, -20%; Magical, -10%; Nuisance Effect, One energy damage type that triggers the spell, -10%) [10]. Each additional level adds more Contingent Energy Resistance (+100%) [+10/level].
  
Dragonsight
Keywords: Buff.
Full Cost: 15 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Self.
Duration: 3 minutes.
 
You gain the visual acuity of a dragon. You gain Infravision (p. B60) and Night Vision 7 (p. B71).
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Dragonsight, +160%; 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%) [15]. Note: “Dragonsight” is Infravision (Magical, -10%) [9] + Night Vision 7 (Magical, -10%) [7].
 
Earthbind
Keywords: Resisted (HT).
Full Cost (Short-Range): 25 points.
Full Cost (Ranged): 30 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: 3 minutes.
 
You hamper the subject creature’s ability to fly (whether through natural or supernatural means) for the duration of the spell. If the target fails to resist, it loses its Flight advantage. An airborne creature subjected to this spell falls to the ground. Even if a new effect would grant the creature the ability to fly, that effect is suppressed for the duration of the Earthbind spell.
Earthbind has no effect on forms of aerial movement that do not use the Flight advantage, such as Walk on Air, Telekinesis, and Super Jump.
Statistics: Affliction 1 (HT; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Negated Advantage, Flight, +40%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [25]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Entice Gift
Keywords: Resisted (Will).
Full Cost (Touch): 15 points.
Full Cost (Short-Range): 25 points.
Full Cost (Ranged): 30 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 3 seconds.
 
You enchant a sapient creature so that it feels suddenly compelled to give you what it is holding when you cast this spell. When the spell is in effect, the creature moves as close to you as it can get and offers you the object with a Ready maneuver. If you want to accept the object, you must do so on your own turn. Rules for passing and accepting objects are found on p. B382. The subject defends itself normally. If the subject is prevented from doing as the spell compels, the spell is wasted. For example, if the subject is paralyzed and cannot move or drop the item, nothing happens. If you accept the object before the duration of this spell expires, the spell ends – the subject doesn’t feel compelled to give you another object.
If you lose your initial casting roll, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to give whatever it is holding, -30%; Costs Fatigue, 1 FP, -5%: Fixed Duration, +0%; Independent, +70%; Magical, -10%; Melee Attack, Reach C, -30%; Reduced Duration, 1/60, -35%; Requires Gestures, -10%; Requires Magic Words, -10%) [15]. The Short-Range version replaces Melee Attack, Reach C, -30% with Short-Range 1, -10% [+10]. The Ranged version removes Short-Range 1, -10% [+5].
 
Flight of the Dragon
Keywords: Buff.
Full Cost: 44 points.
Casting Roll: Skill.
Components: V, S.
Cost: 3 FP.
Casting Time: 4 seconds.
Range: Self.
Duration: 5 hours.
 
A pair of powerful draconic wings sprouts from your shoulders. You become able to fly, as long as you do not do that in a trace atmosphere or vacuum. Your flight Move is Basic Speed x 2 (drop all fractions), and your maximum Air Move is double that. You cannot hover - you must always move at least 1/4 your top airspeed (round up) when flying.
Your wingspan is twice your height. In order to take off, land, or maneuver, you must have an open area with a radius equal to your wingspan in all directions. If your wings are bound, or if a wing is crippled, you cannot fly. Treat wings as arms for the purpose of targeting and crippling.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Flight of the Dragon, +380%; Costs Fatigue, 3 FP, -15%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [44]. Note: “Flight of the Dragon” is Enhanced Move 1 (Air; Magical, -10%) [18] + Flight (Cannot Hover, -15%; Magical, -10%; Winged, -25%) [20].
 
Hide from Dragons
Keywords: Buff.
Full Cost (Self): 85 points.
Full Cost (Touch): 100 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 minute.
Range: Self – Touch.
Duration: 30 minutes.
 
Dragons cannot perceive the subject with any mundane sense, be it vision, hearing, smell, or Vibration Sense. If a warded character touches or attacks a dragon, even with a spell, the spell ends.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Hide from Dragons, +840%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [85]. Note: “Hide from Dragons” is Obscure 10 (Accessibility, Dragons Only, -50%; Cosmic, Massively Extended, All Mundane Senses, +300%; Defensive, +50%; Dispels after an attack, -20%; Magical, -10%; No Area Effect, -50%; Stealthy, +100%) [84]. 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].
 
Lower Spell Resistance
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.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch - Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
The victim suffers temporary five levels of Magic Resistance, even if it has the Improved enhancement.
Statistics: Affliction 1 (Will; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Negated Advantage, Magic Resistance 5 with Improved, +25%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [22]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Miser’s Envy
Keywords: Resisted (Will).
Full Cost (Touch): 28 points.
Full Cost (Short-Range): 38 points.
Full Cost (Ranged): 43 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 18 seconds.
 
When you cast this spell, you designate a target creature and a target object. The target object must be within your line of sight. If the target creature fails to resist, it becomes consumed by a powerful desire for the object. For the duration of the spell, the creature seeks to obtain the object (going so far as to attack anyone holding or wearing it). Once the creature gains possession of the object, it protects the item greedily, attacking anyone who approaches within 10 yards or who otherwise appears to be trying to take the object away.
If you attempt to force the creature to act against its principles (e.g., commit suicide by leaping into a chasm after the object or harm a loved one), roll another Quick Contest. If your victim wins, it breaks free. Roll at the moment of truth, not when the spell is first cast.
If you lose your initial casting roll, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to obtain and protect an object, -20%; Costs Fatigue, 1 FP, -5%: Fixed Duration, +0%; Independent, +70%; Magical, -10%; Melee Attack, Reach C, -30%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [28]. The Short-Range version replaces Melee Attack, Reach C, -30% with Short-Range 1, -10% [+10]. The Ranged version removes Short-Range 1, -10% [+5].
  
Scale Weakening
Keywords: Missile, Obvious.
Full Cost: 15 points.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: 9 minutes.
 
You point your finger and utter the incantation, releasing a dull gray ray. If the target has scales that provide it DR, and it fails to resist, this DR is lowered by the target’s margin of failure (up to the maximum of -10).
Statistics: Affliction 1 (HT; Accessibility, Scaled creatures only, -30%; Cannot exceed margin of victory, -50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 3x, +20%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Magical, -10%; Malediction 2, +150%; Negated Advantage, DR 10, +50%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Weaponized, -50%) [15].
 
Shield of Warding
Keywords: Shield Buff.
Full Cost: 25 points for level 1 + 9 points/additional level.
Casting Roll: Skill.
Components: V.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Three minutes.
 
This spell makes the touched shield more effective at dispersing incoming area attacks. The shield gets a +1 bonus per level of this spell to its effective DB against area and spreading attacks. See page 11 of Shields Up! for more details.
Statistics: Affliction 1 (HT; Accessibility, Only on shields, -20%; Advantage, Shield of Warding 1, +90%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Magic Words, -10%) [25]. Additional levels add further Shield of Warding to the Advantage enhancement (+90%) [+9]. Notes: Each level of “Shield of Warding” is Defense Bonus 1 (Directional, Front, -20%; Limited, Large-Area Damage, -40%; Magical, -10%) [9].
 
Suppress Breath Weapon
Keywords: Resisted (Will).
Full Cost (Touch): 30 points for level 1 + 10 points/additional level.
Full Cost (Short-Range): 33 points for level 1 + 10 points/additional level.
Full Cost (Ranged): 38 points for level 1 + 10 points/additional level.
Casting Roll: Skill.
Components: V.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch - Unlimited (-1/yard) – Unlimited (standard).
Duration: Three minutes.
 
A sapient creature becomes mentally compelled to avoid using its breath weapon. This prevents it from using a breath weapon with a character point cost up to 20 points per level of this spell.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient creatures, -10%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Magic Words, -10%; Variable Enhancement, +100%) [30]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5]. Note: Variable Enhancement provides +20% of enhancements (+200%) but is limited by “Accessibility, Only for Negated Advantage, Breath Weapon” (-50%) for a net +100%. Further levels add further Variable Enhancement (+100%) [+10].


DIVINE SPELLS
 
Cheat
Keywords: None.
Full Cost: 1 point.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP to cast, 1 FP per 10 minutes to maintain.
Casting Time: 1 second.
Range: Self.
Duration: Indefinite.
 
While this spell is active, you are able to alter the results of games of chance in your favor. This gives you +1 to Gambling when playing games of pure chance. It cannot affect a game involving supernatural powers, nor an enchanted item involved in a game of chance (such as a deck of many things).
Statistics: Loaded Dice (Costs Fatigue, 1 FP, -5%; Divine, -10%; Extended Duration, 10x, +40%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [1].
 
Cloak of Bravery
Keywords: Area (Fixed), Buff.
Full Cost: 40 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP to cast, 1 FP to maintain.
Casting Time: 4 seconds.
Range: Self.
Duration: Indefinite.
 
You emanate an aura of bravery. All sapient allies within 8 yards of you (including you) gain a +3 bonus to their Will when they make Fright Checks, resist Intimidation or supernatural fear-inducing powers. In addition, they subtract 3 from all Intimidation rolls made against them. This effect ends as soon as the ally leaves the area. If an ally that wasn’t in the area during the initial casting, including an ally that left the area, enters the spell’s area, you must roll your casting skill every second until you succeed to affect him. After that, the effect persists until the ally leaves the area or the spell expires.
Statistics: Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Cloak of Bravery, +60%; Area Effect, 8 yards, Spherical, +190%; Aura, +80%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/180, Only after target leaves the area, -35%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [40]. Note: “Cloak of Bravery” is Fearlessness 3 (Divine, +0%) [6].
 

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