Wednesday, 14 May 2025

Wizardry: Complete Mage Spells II

Wizardry: Complete Mage Spells II

We're nowhere near done with Complete Mage.

Endless Slumber is a permanent version of Sleep. I kept the value of Sleep at +150% because the fact that the subject doesn't need to eat or drink is counterbalanced by injury waking the subject up. Somewhat.
Finger of Agony is an expensive, but debilitating spell.
Flaying Tendrils gives you four tentacles of a mind flayer.
Genius Loci is a super-flavorful spell that no player character probably will take.
Jet of Steam is Gust of Wind with an additional burninng damage.
Melf's Slumber Arrow imbues an arrow with the power of sleep.
Otiluke's Suppressing Field is a cheaper alternative to Antimagic Field that suppresses only one college and also allows to "burn through" the ward with enough skill.
Otto's Imperative Ambulation forces the subject to move around.
Painful Echoes causes pain and makes the subject more vulnerable to sonic attacks.
 
Endless Slumber
Keywords: Resisted (Will).
Full Cost (Touch): 47 points.
Full Cost (Short-Range): 50 points.
Full Cost (Ranged): 55 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Permanent, see text.
 
You put a single subject into a magically induced slumber that lasts indefinitely. The subject does not need to eat or drink during this time. Normal stimuli, such as shouting or prodding, are insufficient to wake the subject, but any injury dealt to the subject causes him to rouse immediately. Upon waking up, the subject is stunned (p. B420) and may roll vs. Will once per second to recover. The spell only affects sapient (IQ 6+) beings.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Extended Duration, Permanent, +150%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Sleep, Variant, +150%; Takes Extra Time 1, -10%) [47]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Finger of Agony
Keywords: Resisted (HT).
Full Cost (Touch): 22 points.
Full Cost (Short-Range): 25 points.
Full Cost (Ranged): 30 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 6 seconds.
 
You magically disrupt the subject's internal organs, causing it great pain. The victim is wracked by terrible pain (p. B428) for three seconds. If you win by 5 or more, or if the victim rolls a critical failure, the victim instead suffers a heart attack (p. B428).
Statistics: Affliction 1 (HT; Accessibility, Only on living beings with internal organs, -15%; Agony, +100%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/30, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [22]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Flaying Tendrils
Keywords: Buff.
Full Cost: 29 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 18 seconds.
 
You grow four tentacles from your face, similar to those of a mind flayer. These are treated as four short arms with Reach C and effective ST of half your ST, rounded down. You can use tentacles to attack for thrust-1 crushing damage, or you may use the tentacles for grappling and manipulating objects. The tentacles are considered to be “off-hands” for the purpose of penalties, but not for the purpose of determining the arc of attack.
The mouth tentacles have ducts that can transmit a powerful dissolving enzyme. This takes time – you must first perform a Ready maneuver, and only then follow-up with a Reach C melee attack with one or more of your tentacles. No attack roll is required if the tentacles are grappling the victim. If it succeeds, it deals 2d corrosion damage. If you only have three tentacles in contact with the victim, then decrease it by 25%; if you only have two tentacles in contact with the victim, then decrease it by 50%; if you only have one tentacle in contact with the victim, then decrease it by 75%. Usually, this attack is used when grappling the head with all four tentacles to corrode its way through the skull and extract the brain. Each use costs 2 FP in addition to the usual casting cost.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Flaying Tendrils, +300%; 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%) [29]. Note: “Flaying Tendrils” is Corrosion Attack 2d (Accessibility, Can only be delivered with mouth tentacles, -10%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Melee Attack, Reach C, Cannot Parry, -35%; Nuisance Effect, Effect decreases depending on the number of tentacles, -5%; Takes Extra Time 1, -10%) [4] + Extra Arms 4 (Extra-Flexible, +50%; Magical, -10%; Short, -50%; Weak, 1/2 ST, -25%) [26].
  
Genius Loci
Keywords: None.
Full Cost: 15 points.
Casting Roll: Skill.
Components: V, S.
Cost: 16 character points.
Casting Time: 8 hours.
Range: 10 yards.
Duration: Instantaneous.
 
With this spell, you grant the particular building or location a permanent "guardian spirit." The area must be no bigger than your (skill x 3) in yards in radius. You must task the spirit with a specific purpose, and that purpose must in some manner involve protecting the building or region to which it is attached. The task can be very general ("Slay any creature who attempts to enter!") or far more specific ("Kill any goblin who tries to take the red sword down off the wall.") The task can't be so specific as to mention the names of individual creatures, or to require unseen knowledge such as alignments or allegiances. Finally, it must be simple enough to clearly convey in one or two sentences.
If the triggering event occurs, the genius loci manifests exactly where you cast the spell, taking the form of an elder elemental (choose air, earth, fire, or water when you learn the spell) with the Genius Loci lens (see the notes). Thus, Genius Loci (Fire) and Genius Loci (Earth) are two different spells. The spirit immediately attempts to carry out the designated task. The genius loci must not have a point value higher than 150% of your point value.
The GM will create the genius loci, but you can request one that meets broad criteria. You cannot summon a specific being. A penalty applies based on the planar “distance”: There is no distance penalty for creatures that are currently on the same plane of existence. Adjacent dimensions impose -5, increasing by -5 for every intervening dimension. The Prime Material Plane is considered adjacent to the Ethereal Plane, and the Ethereal Plane is adjacent to the Inner Planes, where most of the elementals come from. Thus, preparations that mitigate the penalty usually are required.
The summoning itself requires 8 hours of preparation and ritual. At the end of the casting, you must make the casting roll. If the roll is successful, you must also pay 16 unspent character points to force the spirit to appear.
Once the spell is complete, you have no special control over the spirit's actions, and if you trigger the manifestation, it attacks you just as it would anyone else. The manifested spirit behaves in all ways as a normal elemental of its kind, within the parameters of the task assigned.
If the spirit's manifested form is slain, it is not destroyed and the spell is not broken. However, it becomes an intangible spirit and is effectively “unconscious” until it heals back to its full HP, after which it can manifest normally. The only way to permanently break a genius loci spell is with a Mordenkainen's Disjunction (and spending 19 character points when casting it), turn the entire area into a no-mana zone and destroy the spirit, or else to permanently defeat the guardian spirit's purpose. If, for instance, the spirit was commanded to prevent a particular item from being destroyed, the destruction of that item renders its existence moot.
When not actively involved in protecting its territory or following its task, the spirit shows no sign of its existence – it is invisible and insubstantial, except to other insubstantial creatures. When it manifests, the creature appears to come out of nowhere. Anyone viewing the building or area with Detect Magic sees an overwhelming aura of conjuration; True Seeing reveals the spirit wandering its territory, appearing as a vague, hazy silhouette of the creature it manifests as.
Statistics: Ally (A type of elder elemental; Built on 150%; Constantly; Adjustable, +50%; Character point-powered, x1/5; Conjured, +100%; Immediate Preparation Required, 8 hours, -90%; Magical, -10%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Special Abilities, +50%) [15]. Notes: The elder elemental must have the following lens: Divine Curse (Cannot leave the area) [-10]; Insubstantiality (Magical, -10%) [72]; Invisibility (Affects Machines, +50%; Magical, -10%; Substantial Only, -10%) [52]; Obsession (No self-control; Purpose) [-25]; Unkillable 3 (Achilles’ Heel, Destroy purpose of Mordenkainen’s Disjunction, -30%; Magical, -10%) [90]. 179 points.
 
Jet of Steam
Keywords: Cone, Obvious.
Full Cost: 10.5 points for level 1 + 6.5 points/additional level.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
 
This spell creates a jet of superheated steam (approximately 50 mph) that originates from you. This jet does 1d crushing damage per level, doubled, for the purposes of knockback only, and has a 1/2D range of 5 yards. It can also snuff out candles, sweep the floor, and so on. Against enemies with Injury Tolerance (Diffuse), such as gaseous beings and swarms, this becomes a much more potent attack, doing full damage – including the doubling! Ignore the usual injury cap of 2 HP (Injury to Unliving, Homogenous, and Diffuse Targets, p. B380). In addition, it does 1d-1 linked non-incendiary burning damage that does not scale with spell level.
This is a 1-yard-wide cone attack that uses the rules for Cone Attacks (p. B413). On the battle map, it is a 1x10 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. It is possible to make the cone wider by using the All-Out Attack (Cone) maneuver (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10).
Even though a one-hex creature is big enough to block the cone, everyone in the hex where the cone stops is fully affected. If a cone passes between two adjacent creatures, then both are hit. The cone cannot be parried or blocked, but it can be dodged by diving for cover or retreating out of the affected area. If a creature does that, then those behind it may get affected by the cone normally.
Statistics: Burning Attack 1d-1 (Cone 1, +60%; Increased 1/2D, 5x, +10%; Link, +10%; Magical, -10%; No Incendiary Effect, ‑10%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [4] + Crushing Attack 1d (Cone 1, +60%; Cosmic, Does knockback-based damage against diffuse targets, +50%; Costs Fatigue, 1 FP, -5%; Double Knockback, +20%; Increased 1/2D, 5x, +10%; Link, +10%; Magical, -10%; No Blunt Trauma, 20%; No Wounding, Except against diffuse targets, 25%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [6.5/level].
 
Melf’s Slumber Arrow
Keywords: Weapon Buff.
Full Cost: 20 points.
Casting Roll: Skill.
Components: V.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 1 minute or until fired; sleep lasts for 30 minutes.
 
You imbue an arrow or crossbow bolt with the power of slumber. If the imbued projectile hits a sapient creature and penetrates its DR, the victim must make a Will roll or fall asleep for 30 minutes. After the duration runs out, the victim can be woken normally, but it will not necessarily wake up right away, especially if already tired. Upon waking up, a victim is stunned (p. B420) and may roll vs. Will once per second to recover.
The imbued arrow loses its magical power after being fired, but it can be imbued again.
Statistics: Affliction 1 (HT; Accessibility, Only on arrows or bolts, -40%; Advantage, Melf’s Slumber Arrow, +60%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%, Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/3, -10%; Requires Magic Words, -10%) [20]. Note: “Melf’s Slumber Arrow” is Affliction 1 (Will; Accessibility, Only sapient beings, -10%; Based on Will, +20%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Follow-Up, This weapon, +0%; Magical, -10%; Single Use, x1/5; Sleep, +150%) [6].
  
Otiluke’s Suppressing Field
Keywords: Area (Fixed).
Full Cost: 30 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP to cast, 1 FP to maintain.
Casting Time: 2 seconds.
Range: Self.
Duration: Indefinite.
 
When you cast this spell, designate a college of magic (such as Protection and Warning, Fire, Mind Control, etc.). This spell creates a 2-yard-radius spherical invisible zone that suppresses magic of that college. It is centered on the caster and moves with him. If anyone (including the caster) tries to use a magical ability or spell from the designated college directly on anything in the area or tries to use such ability while in the area, the potential caster must win in a Quick Contest of casting skill (or Will, if the ability or spell in question does not have a skill-based casting roll) to prevent his spell from fizzling. If the ability or spell that is being suppressed already requires a Quick Contest of some kind, the attacker rolls once, but the target gets +5 to resist.
Otiluke’s Suppressing Field affects friendly and hostile abilities equally, but the caster can cancel Otiluke’s Suppressing Field prematurely with a Ready maneuver. If the caster chooses to suppress a college that includes Otiluke’s Suppressing Field, this spell is not suppressed.
Statistics: Rules Exemption (Anti-magic Static can coexist with magical abilities) [1] + Static (Resistible) (Magic; Accessibility, Only one college at a time, -30%; Area Effect, 2 yards, Spherical, +80%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Switchable, +100%; Takes Extra Time 1, -10%) [29].
 
Otto’s Imperative Ambulation
Keywords: Resisted (Will).
Full Cost (Touch): 21 points.
Full Cost (Short-Range): 24 points.
Full Cost (Ranged): 29 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 9 seconds.
 
A sapient subject feels an undeniable urge to move around. For the duration of the spell, the subject must move each turn and end its movement at least 3 yards away from where it started its turn. If it is incapable of moving this way – due to terrain or other obstacles – it may perform other actions, such as taking the Change Posture maneuver to stand up, but is at -4 to DX and IQ until the beginning of its next turn due to the spell compelling it to move chaotically in place.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Imperative Ambulation, +50%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/20, -25%; Requires Gestures, -10%; Requires Magic Words, -10%) [21]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Painful Echoes
Keywords: Resisted (HT).
Full Cost (Touch): 20 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: 18 seconds.
 
You set up painful vibrations within a corporeal living being. This causes it to experience severe pain (p. B428). In addition, if the subject receives injury from a sound or vibration attack while this spell is active, it receives the same injury on the start of its next turn.
Statistics: Affliction 1 (HT; Accessibility, Only corporeal living beings, -15%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Vulnerability (Sound, x2), Delayed, +20%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Severe Pain, +40%) [20]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].

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