Tuesday, 18 March 2025

Wizardry: Miscellaneous Spells III

Wizardry: Miscellaneous Spells III

Initially, I was planning to make a post with some cheap spells, but then I thought that I'd rather adapt some spells from the Lords of Darkness book, but then I found that there are too few of them there and opened the Wizard's Spell Compendium for 2e and found some interesting spells. So, this post is a mishmash of multiple ideas.

Acid Bolt is an acidic variant of Magic Missile.
Agitate Wounds is a cheap spell that reopens wounds.
Afterclap is a time spell that duplicates an injury that the target has recently received.
Alter Instrument is a spell for bards to save backpack space and money.
Handfang is a cheap spell that temporarily creates a fanged mouth on your palm.
Night's Mantle is mostly an NPC spell that lets wraiths, vampires, and other sun-repelled undead to operate normally in sunlight. This is a very expensive spell, but I don't mind that - it is supposed to be available only to very powerful undead spellcasters. Otherwise, wouldn't all vampires learn this spell and make their Weakness useless?
Phantom Plow plows the land quickly, but also is useful in combat. By RAW, this spell isn't supposed to work, because Side Effect depends on injury and not damage, but I don't care.
Stasis Clone is a more powerful variant of Clone that allows creating multiple clones that do not rot.
   
Acid Bolt
Keywords: Missile, Obvious.
Full Cost: 5 points.
Casting Roll: Skill. Use Innate Attack (Projectile) to «lock on».
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: Instantaneous.
 
A teardrop-shaped bolt of flesh-corrosive acid flies off your fingertips towards your target. A successful hit does 1d-1 corrosion damage but only to organic materials – stone and metal are not affected. It can be dodged, blocked, but not parried. The projectile is homing, so it steers itself. As it uses normal vision to seek its target, it does not ignore darkness penalties. To “lock on,” you must Aim at the target and make an unmodified Innate Attack (Projectile) roll. Do not roll against your skill to hit. Instead, use the attack’s skill of 10 – plus Accuracy, if you made your Innate Attack (Projectile) roll – and ignore all range penalties. The projectile moves 4 yards per second. For more information, see Guided and Homing Weapons (p. B412).
Statistics: Corrosion Attack 1d-1 (Accessibility, Only against organics, -20%; Blockable, -5%; Costs Fatigue, 1 FP, -5%; Homing, +50%; Increased 1/2D, 2x, +5%; Magical, -10%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [5].
 
Agitate Wounds
Keywords: Resisted (HT).
Full Cost: 6 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited (standard).
Duration: Instantaneous.
 
By means of this spell, the caster can affect a creature that has open or bandaged wounds from cutting, impaling, or piercing attacks. This spell reopens bound wounds or causes unbound wounds to bleed profusely, making the victim lose 1 HP and begin bleeding again. The bleeding rate and penalties are the same as for the original wounds. Creatures without blood, such as skeletons, are unaffected by this spell, as are those with Regeneration.
Statistics: Cutting Attack 1 point (Accessibility, Only on creatures with open wounds, -50%; Based on HT, +20%; Based on IQ, Own Roll, +20%; Cosmic, Bleeds as the original wounds, +50%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Malediction 2, +150%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [6].

Afterclap
Keywords: Resisted (Will).
Full Cost (Touch): 26 points.
Full Cost (Short-Range): 29 points.
Full Cost (Ranged): 34 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch - Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous.
 
This spell allows the caster to duplicate the damage suffered by a single creature from a single attack dealt within the last 3 seconds. Only the damage type, amount, and possible knockdown and crippling injuries are duplicated – do not apply knockback, armor damage, poison, side effects, etc.
For example, the target was struck by an arrow to the vitals for 3 points of impaling damage that after DR 1 were transformed into 2 points of penetrating damage and then into 6 points of injury. This caused a knockdown roll that the target failed. After that, the target got caught in a Fireball that dealt 4 points of burning damage as large-area injury. The caster casts Afterclap, choosing to duplicate the effects of the arrow injury. The target fails to resist and takes 6 points of injury to the vitals and has to roll to avoid knockdown again. Were the arrow poisoned, he would not have to roll HT against poisoning again.
Statistics: Affliction 1 (Will; Based on IQ, Own Roll, +20%; Based on Will, +20%; Cosmic, Applied retroactively, duration is inversed, +50%; Costs Fatigue, 2 FP, -10%; Disadvantage, Vulnerability (Damage, x2), +50%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/60, -35%; Requires Gestures, -10%; Requires Magic Words, -10%) [26]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
  
Alter Instrument
Keywords: None.
Full Cost: 8 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
 
By using this spell, the caster can transform one musical instrument into another of similar size and equal value. Any hand-held instrument can be altered into any other hand-held instrument. However, in order to obtain a large instrument, such as a base harp or any other instrument that is too large or heavy to be easily carried, the caster must start with an equally large instrument. In any case, both the initial and resulting instruments cannot be heavier than 40 lbs.
In any event, the value of the new instrument is identical to the original. A golden recorder will generate a silver plated lute, a child’s drum will generate a nonfunctional lyre, etc.
StatisticsCreate Musical Instrument 2 (Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Transmute Musical Instrument to Musical Instrument, +50%; Transmutation Only, -100%) [8].

Handfang
Keywords: Buff.
Full Cost: 5 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 18 seconds.
 
You create a fanged, biting mouth in the palm of your hand. You can use your palm-mouth to bite, dealing thrust-1 impaling damage, using your normal reach for punches. You can use the rules for Teeth (p. MA115) to establish a grapple after a bite. You cannot speak through your palm-mouth.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Handfang, +60%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [5]. Note: “Handfang” is Extra Mouth 1 (Magical, -10%; Temporary Disadvantage, Mute, -25%) [4] + Fangs (Magical, -10%) [2].
 
Night’s Mantle
Keywords: Buff.
Full Cost: 77 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Touch.
Duration: 30 minutes.
 
You imbue a creature with an invisible shield that protects it from all effects of sunlight. If cast on a vampire or other creature that is normally harmed or destroyed by exposure to sunlight, the spell allows that creature to function in sunlight without hindrance. The spell does not overcome any aversion the target creature may have for sunlight, however. Effectively, it merely suppresses the Weakness disadvantage (p. B161) with regards to sunlight.
Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Negated Disadvantage, Weakness (Sunlight, 1d per minute), +600%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [77].

Phantom Plow
Keywords: Cone, Obvious.
Full Cost: 24 points.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Instantaneous.
 
You turn aside raw earth in a furrow in a straight line, extending from your feet to the maximum range of the spell. The furrow measures 1 foot deep by 6 inches wide. The furrow ceases if it connects with a wall, large boulder, or other solid object greater than its own width. This is a 1-yard-wide cone attack that uses the rules for Cone Attacks (p. B413). On the battle map, it is a 1x100 row of hexes. This cone is too tight to affect many targets, but gets better chances to hit. The caster targets a hex right in front of him, at +4, and the cone extends out from there.
This spell deals 2d crushing damage as large-area injury to creatures burrowing or buried in the earth along the furrow’s line. This counts as an attack from below, bypassing cover. SM+0 or smaller creatures standing along the furrow’s line take no damage but must make a DX roll at -1 per 2 points of rolled damage to avoid falling prone.
This spell is often used by spellcasters to turn earth at a fast rate in preparation for planting crops. Its use enabled to plant large tracts of land quickly and efficiently.
Statistics: Crushing Attack 2d (Based on DX, +20%; Cone 1, +60%; Costs Fatigue, 1 FP, -5%; Environmental, Dirt, -40%; Increased 1/2D, 10x, +15%; Magical, -10%; No Wounding, Except for burrowing creatures, -25%; Overhead, +30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Side Effect, Fall prone, Only SM+0 or smaller, +120%) [24].
 
Stasis Clone
Keywords: Buff.
Full Cost: 21 points.
Casting Roll: Skill
Components: V, S, M, F.
Cost: 15 character points.
Casting Time: 10 minutes.
Range: Touch.
Duration: Truly Permanent.
 
This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original’s physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.
To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature’s living body. The piece of flesh need not be fresh, but it must be kept from rotting (for example, by the Gentle Repose spell). Once the spell is cast, the duplicate must be grown in a laboratory for 2d/2 months.
When the clone is completed, the original’s soul enters it immediately, if that creature is already dead, unless the original died in a no-mana zone or with his magical abilities negated. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead. In the process, however, the character permanently loses 40 character points from his total. This should first come from any unspent points; the remainder may be in the form of reduced attributes, lost advantages, or new disadvantages.
The spell duplicates only the original’s body and mind, not its equipment.
A duplicate can be grown while the original still lives, or when the original soul is unavailable. If this is the case, the cloned body falls immediately into stasis and does not rot. If the original individual later dies, the soul transfers to the stasis clone, which leaves stasis and immediately begins to function as per the normal. If multiple stasis clones exist for the same original creature when it is slain, the soul goes into the most recently created stasis clone.
Material Component: The piece of flesh and various laboratory supplies ($4,000, 20 lbs.).
Focus: Special laboratory equipment ($2,000, 50 lbs.).
Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Stasis Clone, +300%; Based on IQ, Own Roll, +20%; Character point-powered, x1/5; Cumulative, +400%; Extended Duration, Truly Permanent, +300%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Onset, 2d/2 months, -40%; Requires a laboratory, -15%; Requires a piece of target’s flesh, -10%; Trigger, Expensive Reagents, -30%) [21]. Note: “Stasis Clone” is Extra Life 1 (Copy, -20%; Cosmic, Doesn’t Rot, +50%; Magical, -10%) [30].


3 comments:

  1. So Youtube won't let me post more than like, the two comments. Here's the Growth Pool for my Phytokinesis power:

    Growth Pool - 10 Points for level 1, plus 4 points per level afterwards, up to level 4.
    SKill: None

    This ability provides a resource called the Growth Pool, which is denominated in $. Each level of this ability provides virtual funds per month equal to the campaigns starting wealth, only for creating and shaping plants with the appropriate abilities - though these plants can then be sold, at a level of difficulty and risk determined by the GM.

    Worth of created plant matter is up to GM, but a good starting point is $0.50 per pound, for wood, stems, tubers, or grains, with this amount increasing as the created substance becomes more 'valuable' - x2 to x5 for leaves or vines, x5 to x10 for flowers, pollen, or fruit, etc. Spices and the like cannot be concentrated with this ability beyond what the plant would do on it's own, rather, the required material must be harvested and processed normally - but see psi techniques for the abilities you're using.

    It is suggested that if the players want to try and use this ability on a scale large enough to generate significant wealth, then either make them spend character points to buy Wealth, trading out the points for the limited version of wealth that is part of this ability, or use this as a basis for an adventure, with various problems harvesting, transporting, protecting, selling, and paying taxes for the produce in question - and sufficient success on this adventure would just give them bonus character points to buy said wealth, in lieu of other rewards. Also, for large scale power use, you may want to have them make Job rolls to see how much profit they make on the endeavor.

    Statistics: Very Wealthy (x20, 30 points base) (Phytokinesis, -10%; Growth Pool Only, -80%) [6] + Independent Income 5 (Phytokinesis, -10%; Accessibility: Living Plants Only, -30%; Link (Plant Growth and Plant Shaping, usable with either, +20%) [4] Further levels increase Independent Income by 5 each.

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  2. Also, the ability for Plant Shaping, while I'm at it:

    Plant Shaping - 18 Points per Level
    Skill: Plant Shaping (IQ/Hard).

    You can make any living plant within arms reach change shape and form - but you need a pre-existing plant, and must work with what is available, you cannot conjure mass from thin air, and cannot make the plant do anything not encoded in it's genome, as determined by the GM. So, making a tree shape a branch in the shape of a quarterstaff is possible, shaping poison thorns on a plant that does not normally have them is not. Each use can shape up to 10 * level squared, as per Control. (GURPS Powers, p. 90) This costs 2 FP, and an amount from the characters Growth Pool based on how much they shape, same as per Plant Growth, except discounted by 50% for rearranging existing matter instead of generating new matter. Sentient, supernatural, or otherwise exceptional plants resist with the higher of HT or Will.

    Statistics: Control (Living Plants, Common Category, 20 points/level base) 1 (Phytokinesis, -10%; Vital Manipulation, +0%) [18]

    Note: Vital manipulation adds a 2 FP cost to use the ability, to Controls 0 FP cost base.

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  3. Whoops, got the statistics and price wrong for Plant Shaping there, it's actually:

    Control (Living Plants, Common Category, 20 points/level base) 1 (Phytokinesis, -10%; Vital Manipulation, +0%; Costs Growth Pool, -50%; Link (Growth Pool, Required, +10%) [10]

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