Saturday, 11 January 2025

Wizardry: Draconomicon Spells II

Wizardry: Draconomicon Spells II



And now let's do the second half of the Draconomicon spells. These ones are intended for dragons, but they can be used by other spellcasters if they meet the prerequisites. The book introduces metabreath feats and also metabreath spells that significantly alter the dragon's breath weapon. And I will simply skip them!

Aura of Terror isn't really a spell for most dragons, because they already have a fear aura, but a spell modeled after dragons. At least that's how I cope with being unable to elegantly build a spell that gives you an aura or expands the existing aura.
Hiss of Sleep is a mass version of Sleep that doesn't require a somatic component, but also only works against those who cannot see the caster.
Maddening Whispers is a similar spell, but with hallucinations instead of sleep.
Mesmerizing Glare fascinates creatures in an area.
Razorfangs gives an armor divisor to your claws or bite.

And that's it. That's all the spells I wanted from the book.
 
Aura of Terror
Keywords: Buff.
Full Cost: 33 points.
Casting Roll: Skill.
Components: V.
Cost: 2 FP.
Casting Time: 1 second.
Range: Self.
Duration: 3 minutes.
 
You project an aura of frightful presence akin to a true dragon. All sapient creatures within 10 yards of you must roll a Fright Check (p. B360). Each victim gets +1 per Fright Check after the first within 24 hours. If a victim succeeds at his Fright Check, he will be unaffected by your Aura of Terror for one hour.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Aura of Terror, +320%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [33]. Note: “Aura of Terror” is Terror (Accessibility, Only sapient beings, -10%; Magical, -10%; Presence, +25%) [32].
 
Hiss of Sleep
Keywords: Area (Leveled), Resisted (Will).
Full Cost (Short-Range): 35 points for level 1 + 5 points/additional level.
Full Cost (Ranged): 40 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V.
Cost: 2 FP.
Casting Time: 1 second.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: 1 second.
 
Hissing and whispering, you lull the targets into a sleep. Subjects in the area fall asleep for one second. After the duration runs out, they can be woken normally, but they will not necessarily wake up right away, especially if already tired. Upon waking up, a subject is stunned (p. B420) and may roll vs. Will once per second to recover. The spell only affects sapient (IQ 6+) beings who cannot see the caster, and the caster may omit any creatures from the effect. The affected area is cylindrical in shape and has a height of 4 yards.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Accessibility, Not against creatures that see the caster, -50%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Reduced Duration, 1/180, -40%; Requires Magic Words, -10%; Sleep, +150%; Selective Area, +20%) [35]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5]. Additional levels add more Area Effect (+50%) [+5/level].
  
Maddening Whispers
Keywords: Area (Leveled), Resisted (Will).
Full Cost (Short-Range): 27 points for level 1 + 5 points/additional level.
Full Cost (Ranged): 32 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V.
Cost: 2 FP.
Casting Time: 1 second.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: 18 seconds.
 
Hissing and whispering, you stir feelings of confusion and madness in the targets’ minds. Subjects in the area begin to hallucinate (p. B428). After the duration runs out, a subject is stunned (p. B420) and may roll vs. Will once per second to recover. The spell only affects sapient (IQ 6+) beings who cannot see the caster, and the caster may omit any creatures from the effect. The affected area is cylindrical in shape and has a height of 4 yards.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Accessibility, Not against creatures that see the caster, -50%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Hallucinating, +50%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Reduced Duration, 1/10, -20%; Requires Magic Words, -10%; Selective Area, +20%) [27]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5]. Additional levels add more Area Effect (+50%) [+5/level].
 
Mesmerizing Glare
Keywords: Area (Leveled), Resisted (Will).
Full Cost (Short-Range): 25 points for level 1 + 5 points/additional level.
Full Cost (Ranged): 30 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard) – Unlimited (standard).
Duration: 18 seconds.
 
Directing your gaze toward the target creatures, you cause them to stop and stare blankly at you, mesmerized. The area of effect is a 4-yard-high cylinder. Sapient creatures within the area that can see you and whom you can see must resist to avoid being fascinated. Fascinated creatures are considered dazed (p. B428) and they remain dazed. However, any potential threat (such as an armed opponent moving behind the mesmerized creature) allows the creature an unmodified Will roll to break free. Any obvious threat, such as casting a spell, drawing a sword, or aiming an arrow, automatically breaks the effect, as does shaking or slapping the creature. Upon coming to senses after being dazed, a subject is stunned (p. B420) and may roll vs. Will once per second to recover. You may omit any creatures from the effect.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Dazed, Lesser, +30%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Selective Area, +20%; Takes Extra Time 1, -10%; Vision-Based, -20%; Vision-Based, Reversed, -20%) [25]. Additional levels add more Area Effect (+50%) [+5/level]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Razorfangs
Keywords: Weapon Buff.
Full Cost: 30 points.
Casting Roll: Skill.
Components: V.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 18 seconds.
 
This spell improves the ability to penetrate armor of one of your natural weapons that deals cutting or impaling damage, such as bite or a single claw. The spell grants this weapon a (2) armor divisor for the duration. If the weapon already had a natural armor divisor, multiply the two together. This does not apply to magical armor divisors; as with all Buff spells, use only the highest magical effect.
Statistics: Affliction 1 (HT; Accessibility, Only on cutting or impaling natural weapons, -40%; Accessibility, Self Only, -50%; Advantage, Razorfangs, +340%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Reduced Duration, 1/10, -20%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [30]. Notes: “Razorfangs” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11).


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