Wizardry: Dragons of Faerun Spells
Dragons of Faerun is a setting-specific book that has some nice stuff despite that. The section with new spells isn't long, but it's full of spells that are either highly setting-specific (such as all the Dracorage stuff) or plain weird. Let's see if I can borrow something for my games.
Blunt Natural Weapons either removes or downgrades all piercing/cutting/impaling natural weapons.
Compel Breath is the reverse of Suppress Breath Weapon.
Dragonblood Spell-Pact is more of a unique new mechanic than a spell. At first, I wanted to simply assign an arbitrary point cost to it, but then decided to make at least a vague approximation. Still, this is a complete asspull.
Dragoncall is a cool spell that only dragons can cast. It compels the nearest sapient creature to come to the dragon.
Gaze Screen is a spell that protects against gaze attacks.
Revelation creates an area where magically hidden objects and creatures are revealed for a short time.
Blunt Natural Weapons
Keywords: Resisted (HT).
Full Cost (Short-Range): 23 points.
Full Cost (Ranged): 28 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 18 seconds.
This spell blunts the natural weapons of the target creature. The subject loses Sharp Teeth, Fangs, Sharp Claws, Talons, and Long Talons advantages, which means that bites and punches deal crushing damage without the associated bonuses for these advantages. Strikers and Natural Weapons that were dealing piercing, large piercing, huge piercing, impaling, or cutting damage deal crushing damage for the duration of this spell, and Natural Weapons that were dealing small piercing damage stop functioning at all.
Statistics: Affliction 1 (HT; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Negated Advantage, Sharp Natural Weapons, +45%; No Signature, +20%; Reduced Duration, 1/10, -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]. Note: “Sharp Natural Weapons” is comprised of Fangs [2], Sharp Claws [5], Sharp Teeth [1], Talons [8], Long Talons [11], Natural Weapon (Small Piercing) [3]; the point difference between Striker (Crushing) [5] and Striker (Cutting) [7], Striker (Impaling) [8], Striker (Large Piercing) [6], and Striker (Piercing) [5]; and the point difference between Natural Weapon (Crushing) [5] and Natural Weapon (Cutting) [7], Natural Weapon (Huge Piercing) [8], Natural Weapon (Impaling) [8], Natural Weapon (Large Piercing) [6], Natural Weapon (Piercing) [5] for the total of 45 points.
Compel Breath
Keywords: Resisted (Will).
Full Cost (Touch): 13 points.
Full Cost (Short-Range): 23 points.
Full Cost (Ranged): 28 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 1 second.
The target of this spell is mentally compelled to use its breath weapon on its next turn. The target must be sapient, and if it possesses multiple breath weapons, it uses one of its choosing. If the target is under effect of Suppress Breath Weapon, you must roll a Quick Contest of skill versus the caster of Suppress Breath Weapon; if you win, the target is compelled to use its breath weapon.
If the subject successfully resists, further castings on the same subject take a cumulative -2 penalty. This penalty resets after one day.
Statistics: Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only to compel to use breath weapon, -80%; Costs Fatigue, 1 FP, -5%; Decreased Immunity 1, +50%; Fixed Duration, +0%; Independent, +70%; Magical, -10%; Melee Attack, Reach C, -30%; Reduced Duration, 1/180, -40%; Requires Gestures, -10%; Requires Magic Words, -10%) [13]. 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].
Dragonblood Spell-Pact
Keywords: None.
Full Cost: 23 points.
Casting Roll: Skill.
Components: V, S, Special.
Cost: 1 HP + Special.
Casting Time: 10 minutes.
Range: Touch.
Duration: Truly Permanent.
Magic swirls around you and your ally, sparkling with the intensity of secret knowledge. This spell allows two willing dragonblood creatures to trade known spells. The two creatures agree upon a spell to swap. These spells must be either wizard spells or sorcerer spells, but the spellcasting scope limitations of both participants do not matter. Wizard spells are only traded for wizard spells, and sorcerer spells are only traded for sorcerer spells. Both participants must expend a number of character points when trading spells. If a spell becomes part of an alternative abilities array and doesn’t become the most expensive spell of the array, the recipient must expend a number of character points equal to 1/5 of the spell’s full cost, rounded up. If a spell doesn’t become part of an alternative abilities array or becomes the most expensive spell of the array, the recipient must expend a number of character points equal to the spell’s full cost. In other words, the participants purchase the spells from one another paying as many character points as they would’ve paid to purchase the spells normally.
When a spell is traded, it is no longer in the repertoire of known spells of the trader. Each participant must pay 1 HP when they cut themselves in a blood ceremony to seal their trade.
For instance, Talarix is a silver dragon who knows Air Walk (Self) [20] and Eagle’s Splendor (Touch) [23] as part of an alternative abilities array, and Ux’alan is a dragonborn wizard who only knows Calm Emotions (Ranged) [28] and Detect Thoughts (Ranged) [12] as part of an alternative abilities array. They decide to trade Air Walk (Self) [20] and Detect Thoughts (Ranged) [12]. None of them become the most expensive spells of the recipient’s alternative abilities arrays, so Talarix expends 3 character points to “purchase” Detect Thoughts (Ranged) [12], and Ux’alan expends 4 character points to “purchase” Air Walk (Self) [20].
Special: Only dragons and dragonblood creatures can cast this spell.
Keywords: Resisted (Will).
Full Cost: 64 points.
Casting Roll: Skill.
Components: V, Special.
Cost: 3 FP.
Casting Time: 10 minutes.
Range: Unlimited (long-distance).
Duration: 6 days.
Special: Only dragons can cast this spell.
Keywords: Buff.
Full Cost (Self): 30 points.
Full Cost (Touch): 45 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Self – Touch.
Duration: 30 minutes.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Gaze Screen, +270%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [30]. Note: “Gaze Screen” is Static (Gaze Attacks; Magical, -10%) [27]. 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].
Revelation
Keywords: Area (Fixed).
Full Cost: 43 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: 5 seconds.
Revelation creates a 4-yard-radius spherical area in which all things appear as they actually are. Revelation only works against magical deceptions, such as invisibility, illusions, and shapechanging, but doesn’t dispel the effects. Should a creature pass through the are during its duration, any hidden elements on it are revealed, though they are again hidden as soon as the creature steps out of the area.
Statistics: See Invisible (Magic; Area Effect, 4 yards, Spherical, +115%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Duration, 1/2, -5%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; True Sight, +50%) [43].
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