Wizardry: Races of Destiny Spells
City Lights
Keywords: Area (Fixed).
Full Cost: 30 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: 100 yards.
Duration: Instantaneous (blindness may last nine seconds).
You temporarily absorb all nearby artificial light and release it as a flare. Any artificial light (including magical and mundane sources) flickers out momentarily, then a burst of light flares from you. Afterward, the lights return to normal. Anyone within 8 yards of you must make a HT roll, with a bonus equal to his distance from you in yards. Protected Vision adds +5, and anyone with Blindness or who had already stated he had his eyes closed is immune. Failure by less than 5 means the subject is stunned (dazzled) for one second, after which he can roll against HT every second to recover. Failure by 5 or more (or a critical failure) blinds him for nine seconds.
The spell only functions if at least four active artificial light sources (torches, lanterns, light spells, and so forth) are within 8 yards of the caster. The spell’s name refers to its most common use (in well-lit city streets), but it can function in any area with sufficient lighting.
Statistics: Affliction 1 (HT; Area Effect, 8 yards, Spherical, +190%; Costs Fatigue, 1 FP, -5%; Dissipation, -50%; Emanation, -20%; Environmental, Artificial lights, -20%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Secondary Disadvantage, Blindness, +10%; Secondary Reduced Duration, 1/20, -5%; Takes Extra Time 1, -10%; Vision-Based, +150%) [30].
City Stride
Keywords: None.
Full Cost: 40 points.
Casting Roll: Skill.
Components: V, S, M.
Cost: 1 FP or more, see text.
Casting Time: Special, see text.
Range: Unlimited (special).
Duration: Instantaneous.
This spell instantly transports you from one community to a second designated community. Each community must be at least as large as a small city (more than 5,000 population). Interplanar travel is not possible. You must be able to see the destination with your own eyes, view it remotely, or visualize it clearly (which is only possible if you have visited it previously in person).
If you are carrying equipment heavier than your Basic Lift, then you make your casting roll at a penalty equal to twice your Encumbrance level. On a failed roll, you leave excess cargo behind; on a critical failure, you lose 1 point of IQ for each Encumbrance level you attempted as you “burned out” that part of your brain temporarily. This temporarily lost IQ recovers after you sleep.
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 |
The amount of time taken to cast Teleport affects the skill roll, as follows:
Preparation Time |
Skill Modifier |
None |
-10 |
1
second |
-5 |
2
seconds |
-4 |
4
seconds |
-3 |
8
seconds |
-2 |
15
seconds |
-1 |
30
seconds |
0 |
1
minute |
+1 |
2
minutes |
+2 |
4
minutes |
+3 |
8
minutes |
+4 |
15
minutes |
+5 |
30
minutes |
+6 |
1
hour |
+7 |
2
hours |
+8 |
4
hours |
+9 |
8
hours |
+10 |
If you have a “second-hand” view of the destination, you are at -2 per level of removal. For instance, seeing it through a crystal ball of scrying or through someone else’s eyes would give -2, while seeing it through a crystal ball of scrying that you are viewing through someone else’s eyes would give -4. There is an additional -2 to teleport to a place you have visited but cannot see.
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.
You do not have precise control over your arrival point; you appear at a randomly determined safe location within the borders of the city (not within a building). After you teleport, you are disoriented – you may take no action other than defense for one turn, unless you make a Body Sense roll. On a failed casting roll, you go nowhere and strain your teleporting ability: you are at -5 to cast this spell again in the next 10 minutes. On a critical failure, you’re likely to appear high in the air or underground. In addition, your spell temporarily “burns out” and will not function again for 1d hours.
Optionally, you may overload this spell to transport other willing beings in physical contact with you. Your casting roll will be at -5 per additional target, and your casting will cost an additional 2 FP. A critical failure strains your spellcasting ability; the spell automatically fails, you lose 1d FP, and all your magical powers shut down for 1d seconds.
Material Component: A chip of city stone or brick from the selected destination.
Delay Death
Keywords: Buff.
Full Cost (Self): 44 points.
Full Cost (Touch): 59 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Self – Touch.
Duration: 1 minute.
The subject of this spell becomes unable to die. He is subject to all the other effects of injury – pain, being slowed down by wounds, stun, knockout, etc. However, he never needs make a HT roll to stay alive. He can survive (and even function, if he remains conscious) down to -10xHP, at which point his body is physically destroyed and he dies.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Delay Death, +450%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Reduced Duration, 1/3, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [44]. Note: “Delay Death” is Unkillable 1 (Magical, -10%) [45]. 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].
Discern Bloodline
Keywords: Information.
Full Cost: 7 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: Touch.
Duration: Instantaneous.
The caster can instantly tell the race and ethnicity of the targeted individual, plus any inherited lenses possessed by the target (such as celestial or half-dragon). If the subject is a sorcerer, the caster learns his bloodline as well. Optionally, the caster may touch two subjects at once to see if they are related by blood.
Statistics: Detect (Bloodline; Analysis Only, -50%; Analyzing, +100%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Melee Attack, Reach C, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [7].
Friendly Face
Keywords: Buff.
Full Cost (Self): 3 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Self - Touch.
Duration: 30 minutes.
You subtly change the subject’s appearance so that it seems particularly friendly to the viewers. People who don’t know the subject will tend to pick him as the one to confide in, or not to pick jim if they are looking for a potential criminal or troublemaker. The subject gets a +1 to trained Acting skill for the purpose of acting innocent.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Friendly Face, +10%; 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 2, -20%) [3]. Note: “Friendly Face” is Honest Face (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].
Insignia of Alarm
Keywords: None.
Full Cost: 6 points.
Casting Roll: Skill.
Components: V, S, F.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited (long-distance).
Duration: 1 second.
This spell alerts all wearers of a specific insignia (see below) within range. Such creatures hear a single mental “ping” lasting one second when this spell is cast. The margin of success on the casting roll determines the maximum range using the Long-Distance Modifiers (p. B241).
This spell requires significant preparation. Before using this spell you must forge specially crafted insignias. These can be crafted in the form of amulets, badges, rings, or any similar object, but each one must bear the same logo, crest, or symbol. Each insignia costs at least $500. Militias, guilds, or churches within a city use this spell to call all its members together.
Focus: A specially prepared insignia (see above).
Locate City
Keywords: Information.
Full Cost: 22 points.
Casting Roll: Skill.
Components: V.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: Unlimited (long-distance).
Duration: Instantaneous.
You sense the distance and direction to the nearest community of a minimum size designated by you at the time of casting. For instance, you could choose to find the nearest community at least as large as a village, or you could choose to locate only the nearest metropolis. The GM rolls against the caster’s skill (plus Talent), applying range penalties to the nearest appropriate community. Success reveals the exact location of the community, but does not allow follow-up spells to be cast on it.
Statistics: Detect (City; Based on IQ, Own Roll, +20%; Cannot Analyze, -10%; Costs Fatigue, 1 FP, -5%; Long-Range 1, +50%; Magical, -10%; Nuisance Effect, Walkable distance, -5%; Precise, Nontargeting, +90%; Requires Magic Words, -10%; Selective Effect, +20%; Takes Extra Time 2, -20%) [22].
Phantom Guardians
Keywords: Area (Leveled).
Full Cost: 45 points for level 1 + 12.5 points/additional level*.
Casting Roll: Skill. Use skill or Artist (Illusion) to determine how convincing it is.
Components: V, S.
Cost: 3 FP.
Casting Time: 10 minutes.
Range: 100 yards.
Duration: 8 hours.
This spell creates the illusion of up to margin of success SM-2 to SM+1 figures of a chosen humanoid race (minimum one). Each figure is a visual image that incorporates sounds. The figures appear dressed in any way the caster chooses. When the spell is cast, each figure is given a brief set of orders to follow for the spell’s duration, such as “walk back and forth along that wall” or “stand by this gate.” The orders can be different for each figure. These instructions can’t be changed later. The figures can move within the area of this spell, which is a 4-yard-high cylinder, but they cannot leave it. The illusory figures can’t speak or react to their surroundings—they are typically used to scare off would be intruders (as the spell’s name suggests).
You must win a Quick Contest of skill – or Artist (Illusion), if better – against the Per of anyone you want to fool; otherwise they notice something “off.” Do not apply range penalties to this roll. Their roll is at +4 if they have reason to be alert for illusions or +10 if you made it appear from out of nowhere. However, even if they successfully “disbelieve,” your illusion doesn’t disappear. Thus, even an obvious illusion can be useful to block line of sight.
Statistics: Illusion (Accessibility, Only speechless SM-2 to SM+1 humanoid figures, -60%; Costs Fatigue, 3 FP, -15%; Extended Duration, 3,000x, +140%; Immediate Preparation Required, 10 minutes, -45%; Independence, +40%; Magical, -10%; Nuisance Effect, Cannot concentrate to change the effect, -10%; Nuisance Effect, No reaction, -10%; Persistent, +40%; Ranged, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [45]. Additional levels add Area Effect (+50%) [+12.5*].
Rooftop Strider
Keywords: Buff.
Full Cost: 14 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Self.
Duration: 3 minutes.
You become able to move and fight on uneven surfaces without the penalties normally associated with such surfaces. In addition, you get +6 to DX and DX-based skill rolls to walk a narrow surface in normal conditions, and +4 in bad conditions; +3 in combat to avoid falling or being knocked down; and +1 to Acrobatics, Climbing, and Piloting.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Rooftop Strider, +140%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [14]. Note: “Rooftop Strider” is Excellent Balance (Magical, -10%) [9] + Terrain Adaptation (Uneven; Magical, -10%) [5].
Scholar’s Touch
Keywords: Resisted (Will).
Casting Roll: Skill.
Components: V, S, F.
Cost: 1 FP to cast, 1 FP to maintain.
Casting Time: 1 second.
Range: Touch.
Duration: Indefinite.
With this spell you can touch a book or scroll and absorb the knowledge contained within as if you had just read it. This is equivalent to a solid reading but not deep study—the character does not gain perfect recall of the information, just whatever he would have gotten from reading it completely once. If you can’t read the language of the source, the spell has no effect. This spell cannot be used to prepare spells or to cast magical scrolls.
Maintaining this spell requires constant concentration, i.e. uninterrupted Concentrate maneuvers. You absorb information at a rate of 100 pages per second, meaning that most books can be read in only a few seconds. When not sure, consider rolling 1d to determine the number of seconds required to read a book.
Mundane books do not resist, but sentient books resist with Will. If the caster fails to cast this spell on a specific subject, he may try again, at a cumulative -2 per repeated attempt on that subject in the past hour. Should he critically fail, he cannot read that person again for 24 hours.
Focus: A thin crystal disc ($100; 0.1 lb.).
Skyline Runner
Keywords: Buff.
Full Cost: 20 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Self.
Duration: 30 minutes.
You can walk normally on any city surface as if it were level ground. This includes perfectly vertical walls, glass windows, and even clothes-drying lines and ceilings. Your movement speed remains unchanged, even when walking straight up a wall. You can only walk – you cannot crawl. If you assume any posture other than standing, kneeling, or crouching, you fall.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Skyline Runner, +180%; 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 2, -20%) [20]. Note: “Skyline Runner” is Clinging (Attraction, Only walking, +20%; Environmental, City, -20%; Magical, -10%) [18].
Bestow Greater Curse
Keywords: Resisted (Will).
Full Cost (Touch): 47 points for level 1 + 15 points/additional level.
Full Cost (Short-Range): 50 points for level 1 + 15 points/additional level.
Full Cost (Ranged): 55 points for level 1 + 15 points/additional level.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Touch - Unlimited (-1/yard) – Unlimited (standard).
Duration: Permanent.
You place a curse on the subject. The cursed victim gains -20 points worth of disadvantages of your choice per level of this spell. For the purpose of the curse, an attribute penalty to ST or HT is worth -5 points per level, and an attribute penalty to DX or IQ is worth -10 points per level.
A greater curse cannot be dispelled, nor can it can be removed with a Break Enchantment or Remove Curse spell. Each greater curse must have a single means of removing it with some deed that the spellcaster designates. The deed must be something that the subject can accomplish within one year (assuming he undertakes it immediately). For example, the deed might be “slay the dragon under Castle Bluecraft,” or “climb the tallest mountain in the world.” The cursed victim can have help accomplishing the task. Both the curse’s effect and the conditions for its removal must be approved by the GM.
Statistics: Affliction 1 (Will; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Divine, -10%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Variable Enhancement, +150%) [47]. Further levels add more Variable Enhancement, +150% [+15]. 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 Disadvantages and attribute penalties” (-25%) for a net +150%.
Keywords: Information.
Full Cost: 2 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 10 minutes.
Range: Touch.
Duration: Instantaneous.
Statistics: Detect (City; Analysis Only, -50%; Analyzing, +100%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Immediate Preparation Required, 10 minutes, -45%; Increased Immunity 3, -30%; Melee Attack, Reach C, -30%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%) [2].
Keywords: Information.
Full Cost: 3 points.
Casting Roll: Skill.
Components: V, DF.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.
If the casting is successful, you receive one of three fleeting visions:
- Safety: The caster isn’t in any immediate danger. If he continues on his present course (or remains where he is if he’s been stationary for some time before casting the spell), he’ll face no significant monsters, traps, or challenges for the next hour or so.
- Peril: The caster will face challenges typical of an adventure: challenging but not overwhelming monsters, dangerous traps, and other hazards for the next hour or so.
- Great danger: The caster’s very life is at grave risk. He will likely face powerful NPCs or deadly traps in the next hour.
If the roll fails, you receive one of the other two results, determined randomly by the GM, and you don’t necessarily know you failed because the GM rolls secretly.
Choosing which vision is “correct” takes some educated guesswork on the part of the DM, who should assess the party’s likely courses of action and what dangers they’re likely to face.
The form that an Omen of Peril takes depends on the caster’s patron deity. A druid might see a white dove for safety, a dark cloud obscuring the sun for peril, and a forest fire for great danger. A cleric of Fharlanghn might see a vision of a straight road for safety, a crossroads for peril, and a washed-out bridge for great danger.
An Omen of Peril doesn’t respond to a specific question. It only indicates the level of danger likely for the next hour, not what form the danger will take.
Statistics: Danger Sense (Accessibility, Only 60 minutes into the future, -10%; Active Only, -60%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Increased Immunity 2, -20%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Time-Spanning, Future Only, -0%) [3].
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