Wizardry: Magic of Eberron Spells
The next book to inspect for spells for my games is Magic of Eberron (yes, I'm determining them randomly). To my surprise, the spells section of this book is relatively short when compared to, for example, Magic of Faerun. Most of the spells are highly setting-specific, so I will only borrow several more generic ones.
Control Elemental allows you to command an elemental creature of a specific type.
Hidden Ward conceals magic auras on an object.
Leap into Animal lets you physically and mentally possess a willing animal.
Leech Undeath lets you drain HP from an undead creature, but the healing is temporary.
Legion's Magic Weapon is a mass version of Magic Weapon.
Mindburn is a mental attack that deals damage and possibly lowers IQ.
Orb of Dancing Death is an interesting spell that creates a mobile orb that enervates living creatures around it.
Reinforce Construct is a simple buff that makes a construct tougher.
Scry Trap is a protective spell that injures and blinds whoever tries to scry the subject.
Speaking Stones creates a single-use phone.
Control Elemental
Keywords: Resisted (Will).
Full Cost (Touch): 18 points.
Full Cost (Short-Range): 28 points.
Full Cost (Ranged): 33 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 3 minutes.
This spell enables you to command an elemental for a short period of time. The elemental must be of a particular type, chosen when you learn this spell. Thus, Control Fire Elemental and Control Water Elemental are two different spells. You command it by voice and it understands you, no matter what language you speak. In effect, it temporarily gains the Reprogrammable (p. B150) disadvantage, with you as its master. While not following orders, the elemental still has initiative and may function normally while under the effect of this spell.
If you are incapacitated (stunned, knocked out, etc.), or attempt to force the creature to act against its principles (e.g., commit suicide 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 command is given.
If you fail the casting, you cannot attempt to control that creature again for 24 hours, and it feels a sense of mental coercion emanating from you.
Statistics: Mind Control (Accessibility, Elementals of One Type Only, -50%; Costs Fatigue, 1 FP, -5%; Hearing-Based, -20%; Independent, +70%; Magical, -10%; Melee Attack, Reach C, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [18]. 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].
Hidden Ward
Keywords: Buff.
Full Cost: 52 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 10 minutes.
Range: Touch.
Duration: 1 day.
This spell helps disguise the presence of any spells (including Glyph of Warding) that have been cast upon the target object. If Detect Magic, Analyze Dweomer, or similar spell is cast on the object, Hidden Ward reduces the diviner’s effective margin of success by 10 for these purposes – so a spell that succeeded by 0-9 completely fails to find the magical auras (including the Hidden Ward spell itself), while one that succeeded by 10+ provides less information than normal and is at a huge disadvantage if it’s resisted.
Statistics: Affliction 1 (HT; Accessibility, Objects only, -10%; Advantage, Hidden Ward, +280%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [52]. Note: “Hidden Ward” is Obscure 10 (Detect Magic; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [28].
Leech Undeath
Keywords: None.
Full Cost: 19 points.
Casting Roll: Skill.
Components: V.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
This spell drains away a portion of the negative energy that keeps an undead creature animated, transferring it to you in the form of temporary healing. You can steal HP from an undead creature to replenish your own. This requires ongoing physical contact with the target. In combat, this means having the victim grappled. Out of combat, you can cast this spell on a helpless, restrained, or willing undead creature. On every successful casting (an Attack maneuver), it loses 3 HP and you recover 1 HP. You can’t raise your HP above normal, but you can drain without healing yourself. The drain ends instantly if the victim “dies” (for undead, this usually means reaching 0 HP). This healing is temporary – HP healed by this spell drain away at a rate of 1 HP per hour.
Statistics: Leech 3 (Undead; Costs Fatigue, 1 FP, -5%; Magical, -10%; Nuisance Effect, Temporary, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [19].
Legion’s Magic Weapon
Keywords: Area (Leveled), Weapon Buff.
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: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
This spell causes manufactured weapons in the area to count as a magical weapons for the purpose of Vulnerability and limited defenses. The caster may omit any weapons from the effect. The spell’s area is a 4-yard-high cylinder.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Legion’s Magic Weapon, +10%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%, No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Area, +20%; Takes Extra Time 1, -10%) [25]. Note: “Legion’s Magic Weapon” is Magic Touch (Magical, -10%) [1]. Additional levels add Area Effect (+50%) [+5/level]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
Mindburn
Keywords: Resisted (Will).
Full Cost (Short-Range): 22 points.
Full Cost (Ranged): 27 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous.
This spell attacks a sapient creature’s mind. If the victim fails to resist, he takes margin of victory points of toxic damage (maximum 10), ignoring DR. Targets who took damage from this spell must make a Will roll, at -1 per 2 points of HP lost, or take a -2 penalty to IQ for (20-Will) minutes (minimum 1 minute).
Statistics: Toxic Attack 10 points (Accessibility, Only on sapient creatures, -10%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Damage cannot exceed margin of victory, -50%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Side Effect, IQ-2, +70%) [19]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
Orb of Dancing Death
Keywords: Area (Fixed), Obvious.
Full Cost: 40 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: 10 yards.
Duration: 10 seconds for the orb, 3 minutes for the effects.
You call upon dark necromantic energy to drain the life force of your foes. You create a small orb of pulsing black energy (about 6 inches across) somewhere within the range of this spell. You may take a Concentrate maneuver to move the orb 3 yards in any direction. The orb cannot be damaged.
Each second, every living creature within 2 yards of the orb is attacked with effective skill 14, modified only for target size. A creature struck by this beam attack must roll against its HT to resist. If it fails to resist, it suffers temporary ST, DX, and HT loss equal to its margin of failure (maximum -10). Lower all skills based on these attributes by a like amount. ST penalties also reduce BL and damage. HP is not otherwise affected. FP and Basic Speed are not affected.
Statistics: Affliction 1 (HT; Accessibility, Living creatures only, -10%; Area Effect, 2 yards, Spherical, +40%; Attribute Penalty, ST-10, DX,-10, HT-10, +200%; Bombardment, Skill 14, -5%; Cannot exceed margin of success, -50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Mobile 3, +120%; Persistent, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Weaponized, -50%) [40].
Reinforce Construct
Keywords: Buff.
Full Cost (Self): 20 points.
Full Cost (Touch): 34 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 5 hours.
You bolster a construct’s frame, making it better able to withstand blows. The construct gains a +2 bonus to HT and an additional DR 2. The increase of HT does not affect FP and Basic Speed. The “Self” version of this spell can only be cast is the caster is a construct.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Reinforce Construct, +130%; Costs Fatigue, 1 FP, -5%; 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%) [20]. Note: “Reinforce Construct” is DR 2 (Magical, -10%) [9] + HT+2 (Doesn’t affect Basic Speed and FP, -80%; Magical, -10%) [4]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Accessibility, Only constructs, -10%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+14].
Scry Trap
Keywords: Buff.
Full Cost (Self): 31 points for level 1 + 26 points/additional level.
Full Cost (Touch): 46 points for level 1 + 26 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 minute.
Range: Self – Touch.
Duration: 5 hours.
You ward a creature against scrying, granting it defenses capable of terribly wounding any would-be scryer. If the subject of this spell comes within 4 yards of a sensor created by a Scrying spell or a similar ability, the Scry Trap automatically activates. The caster of the Scrying spell takes 1d injury per level of this spell, ignoring DR, every second while the sensor remains within range. If he takes damage from this spell, he must make a Will roll, at -1 per 2 points of HP lost, or become blind for (20-Will) minutes (minimum 1 minute).
The subject of Scry Trap becomes automatically aware when the spell triggers, although the subject gains no knowledge as to the nature of the scrying spell or its caster.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Scry Trap 1, +260%; 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%) [31]. Note: Each level of “Scry Trap” is Crushing Attack 1d (Area Effect, 4 yards, Spherical, +115%; Aura, +80%; Based on Will, +20%; Magical, -10%; Melee Attack, Reach C, -30%; No Knockback, -10%; Scrying-Based, +150%; Side Effect, Blindness, +100%; Subject becomes aware, +5%) [26]. Further levels add more Scry Trap (+260%) [+26]. 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].
Speaking Stones
Keywords: Buff.
Full Cost: 33 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: 1 day or until discharged; see text.
This spell allows you to fashion a magical link between two stones (or any other objects weighing up to 1 pound each). This link allows each stone to pass a single message to the other, no matter how great the distance between them after the spell is first cast.
Once the stones are transmuted with this spell, a creature holding one stone can send a message of no more than twenty-five words, initiating the transmission with a Concentrate maneuver. A full-length message takes about 10 seconds to speak, but you may shorten the time required for shorter messages. The message instantly sounds from the other stone, with based Hearing range of 1 yard. The spell ends after each stone passes one message to its twin, or the spell’s duration elapses, whichever occurs first.
Messages are not transmitted across planar boundaries. If the bearer of one speaking stone attempts to pass a message while the other stone is on another plane, the message rebounds and plays back on the original stone. This playback counts as that stone’s single message transmission.
No object can have more than one Speaking Stones spell cast upon it. A second Speaking Stones cast upon the same object ends the first spell.
Statistics: Affliction 1 (HT; Accessibility, Small objects only, -20%; Advantage, Speaking Stones, +40%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Rapid Fire, RoF 2, Variant, +40%; Requires Gestures, -10%; Requires Magic Words, -10%) [33]. Note: “Speaking Stones” is Telesend (Accessibility, Only to the other stone, -80%; Audible, -10%; Cannot concentrate to extend duration, -10%; Cosmic, No die roll required, +100%; Magical, -10%; Nuisance Effect, Cannot maintain multiple contacts, -10%; Reduced Duration, 1/6, -15%; Single Use, x0.2) [4].
DIVINE SPELL
Leap into Animal
Keywords: Obvious.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP to cast, 1 FP to maintain.
Casting Time: 2 seconds.
Range: Touch.
Duration: Indefinite.
Leap into Animal enables you to meld your body and gear up to your Light Encumbrance into a single willing animal of your SM or larger. To any observer, you appear to leap and phase into the animal; you are gone, while the animal remains.
If you fail your casting roll, you are mentally stunned for 1d seconds and become unable to cast this spell on the same subject for a day.
You gain your new host’s ST, DX, and HT (and secondary characteristics calculated from these scores), as well as his physical advantages and disadvantages. You keep your own IQ, Perception, and Will, and all of your mental traits. Your social traits may apply, depending on the laws and values of your society. Your IQ-, Perception-, and Will-based skills are unchanged. Other skills remain at the same relative skill level. You do not gain access to the host’s memories.
While melded with the animal, you mentally direct its actions. You can make it attack, run, or take any other action it could normally physically accomplish. However, because you are directing the animal with your own intelligence, it can undertake actions normally beyond its own instincts. Suicidal or self-destructive commands (including an order to attack a creature two or more SM larger) are ignored. You receive direct sensory input from the creature using its normal senses.
Attacks that penetrate or ignore your host’s DR can injure you, but its HP act as extra DR for this purpose.
When the spell ends, you emerge from the host animal in an adjacent hex, and the animal regains control of its body. If no such open space exists, you are shunted to the nearest open space and take 1d points of injury per yard so moved.
Statistics: Permeation (Flesh; Accessibility, Animals Only, -25%; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Can Carry Objects, Light, +20%; Divine, -10%; Link, +10%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [2] + Possession (Accessibility, Animals Only, -25%; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Can affect subjects of your own SM, +10%; Costs Fatigue, 1 FP, -5%; Decreased Immunity 1, +50%; Divine, -10%; Link, +10%; No Memory Access, -10%; Nuisance Effect, Cannot issue suicidal commands, -5%; Parasitic, -60%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [20].
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