Wizardry: Complete Mage Spells I
Let's switch gears and instead of adapting difficult and important concepts make some filler content. Yet again, I determined a D&D book randomly from which to convert spells and got Complete Mage. This is a late 3.5 book that suffers from some late 3.5-isms, but its selection of spells is rather large. I expect to throw many of them out. Let's see how it goes.
Allied Footsteps is actually a pretty cool spell that lets an ally know where you are at all times.
Animate Weapon lets you attack with your weapon at range, but requires you to touch the weapon first and maintain constant concentration.
Arcane Turmoil is what I call a late-3.5 spell. You have an existing main effect plus something minor and often barely related. In this case, the main effect is, surprisingly, not damage, and both effects make sense together thematically. It's not a very practical spell to learn with points, but I can see it being useful against undead spellcasters, such as liches and deathlocks who rely on ER and buffs. In any case, my standard cope when it comes to very situational spells is "some spells were invented not to be learned, but to be enchanted."
Boiling Blood actually was converted before as a blood magic spell, but now there's a generic arcane version.
Cacophonous Alarm is another variant of Alarm that is restricted to the audible version. I really do not mind this variation - it is a little bit cheaper, but also fits into the College of Sound.
Catsfeet is a "swift" spell that improves your balance.
Caustic Mire is a spell that I wanted to skip at first, but then thought that the College of Acid really could use another spell, especially since it is something more interesting that just corrosion damage. While this spell is expensive, the bad terrain penalties are quite harsh, and the flammable fumes effect is interesting. The statblock, however, is huge and convoluted.
Keywords: Buff.
Full Cost: 40 points.
Casting Roll: Skill.
Components: V, S.
Cost: 3 FP.
Casting Time: 10 minutes.
Range: Touch.
Duration: 6 days.
Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Allied Footsteps, +160%; Based on IQ, Own Roll, +20%; Costs Fatigue, 3 FP, -15%; Extended Duration, 3,000x, +140%; 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%) [40]. Note: “Allied Footsteps” is Detect (Caster; Cannot Analyze, -10%; Cosmic, No die roll required, +100%; Long-Range 2, +100%; Reflexive, +40%; Magical, -10%) [16].
Keywords: None.
Full Cost (Basic): 10 points.
Full Cost (Improved): 15 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP to cast, 1 FP to maintain.
Casting Time: 1 second.
Range: 10 yards and Touch, see text.
Duration: Indefinite.
Animate Weapon requires constant concentration to use. In combat, this means you must take a Concentrate maneuver on your turn.
Statistics: Telekinesis 10 (Costs Fatigue, 1 FP, -5%; Magical, -10%; One Task, Wielding Weapons, -20%; Nuisance Effect, Must touch the weapon first, -15%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [10]. The Improved versions adds Telekinesis 5 (Costs Fatigue, 1 FP, -5%; Lift Only, -20%; Magical, -10%; One Task, Wielding Weapons, -20%; Nuisance Effect, Must touch the weapon first, -15%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [+5].
Arcane Turmoil
Keywords: Resisted (Will or spell).
Full Cost (Touch): 34 points.
Full Cost (Short-Range): 52 points.
Full Cost (Ranged): 62 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 depletes 1d points of ER (Magic) of the subject and attempts to negate every instance of magic affecting it. Note how much the caster’s skill roll succeeds by; every spell affecting the subject resists separately with a Quick Contest. Use the spell’s casting skill (for skill-based traditions) or the caster’s Will + Talent (for traditions without casting skills). If the caster of Arcane Turmoil wins, the spell dissipates; but it may be recast normally. Some spells explicitly state that they are unaffected by Dispel Magic; these are also unaffected by Arcane Turmoil. It also cannot end Truly Permanent effects, such as the magic of enchanted items.
Statistics: Fatigue Attack 1d (ER Magic; Based on IQ, Own Roll, +20%; Link, +10%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [19] + Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Interruption, -50%; Link, +10%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [15]. The Short-Range version adds Ranged, +40% and Short-Range 1, -10% to Neutralize and removes Melee Attack, Reach C, -30% from Fatigue Attack [+18]. The Ranged version removes Short-Range 1, -10% from Neutralize and replaced Malediction 1, +100% with Malediction 2, +150% for Fatigue Attack [+10].
Keywords: Resisted (HT).
Full Cost (Short-Range): 20 points.
Full Cost (Ranged): 22 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous.
Statistics: Burning Attack 1d (Accessibility, Living creatures with blood only, -20%; Based on HT, +20%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Symptoms, 1/3 HP, Terrible Pain, +180%) [18]. The Short-Range version removes Melee Attack, Reach C, -30% [+2]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+2].
Cacophonous Alarm
Keywords: Area (Leveled).
Full Cost: 44 points for level 1 + 7.5 points/additional level*.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 10 minutes.
Range: 10 yards.
Duration: Eight hours.
Cacophonous Alarm sounds an audible alarm each time a creature of SM-3 or larger or any creature with a hostile intent enters the warded area or touches it. The area is hemispherical in shape. A creature that speaks the password (determined by you at the time of casting) does not set off the alarm.
Cacophonous Alarm produces the sound of a hand bell that lasts for 5 seconds. The base hearing distance is 16 yards. Creatures within a Silence spell cannot hear the ringing.
Ethereal or astral creatures do not trigger the Cacophonous Alarm.
Statistics: Danger Sense (Area Effect, 2 yards, +50%; Audible, -10%; Can extend to non-hostile intent, +30%; Costs Fatigue, 2 FP, -10%; Extended Duration, 3,000x, +140%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Selective Effect, +20%; Variable, Area, +5%) [44]. Additional levels add Area Effect (+50%) [+7.5].
Keywords: None.
Full Cost: 6 points.
Casting Roll: Skill.
Components: V.
Cost: 1 FP to cast, 1 FP per 3 seconds to maintain.
Casting Time: Free action at the start of your turn.
Range: Self.
Duration: Indefinite.
Statistics: Excellent Balance (Costs Fatigue, 1 FP, -5%; Magical, -10%; Reduced Duration, 1/20, -25%; Reduced Time 1, +20%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [6].
Caustic Mire
Keywords: Area (Fixed).
Full Cost: 58 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: 10 seconds.
You cover the ground in an acidic slime, roughly the consistency of thick mud. Caustic Mire counts as bad terrain (+1 movement point/hex, bad footing penalties). This affects a 4-yard-radius area. Anyone standing in the slime takes 1 point of corrosion damage per second.
In addition, Caustic Mire exudes fumes in a 4-yard-high cylindrical area. Any creature that breathes in the fumes takes 1 point of corrosion damage per second, ignoring external DR. Once the creature loses 1/3 of its HP to this respiratory effect, it begins to cough (p. B428) until it recovers HP above this threshold. The fumes are flammable – if an incendiary attack passes through the area, the fumes burst into flames, dealing 1d-1 burning damage to everything inside. This burns away the fumes so the respiratory damage stops, and singes the slime so that it stops producing said fumes.
Statistics: Control Ground Friction 2 (Accessibility, Only to increase friction, -25%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 1 FP, -5%; Link, +10%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [27] + Control Ground Friction 2 (Accessibility, Only to increase friction, -25%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [12] + Corrosion Attack 1 point (Area Effect, 4 yards, +100%; Environmental, Ground, -20%; Link, +10%; Magical, -10%; Persistent, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [5] + Corrosion Attack 1 point (Area Effect, 4 yards, +100%; Link, +10%; Magical, -10%; Persistent, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Respiratory Agent, +50%; Symptoms, 1/3 HP, Coughing, +60%; Terminal Condition, Fire, -10%) [9] + Burning Attack 1d-1 (Area Effect, 4 yards, +100%; Link, +10%; Magical, -10%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Trigger, Fire, -30%) [5].
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