Sunday, 18 May 2025

Wizardry: Complete Mage Spells III

Wizardry: Complete Mage Spells III

All right, that's the final post with spells from this book. As you can see, there are only three posts compared to nine for Complete Arcane. I threw out plenty of spells indeed.

Rebirth of Iron is a very limited spell that removes HT and DR penalties caused by rust and corrosion. Can be very useful if you lack bronze gear when delving into an underwater dungeon.
Repelling Shield is a more expensive, but more fun version of Shield. This one may knock the attacker's weapon on a shield hit.
Resinous Tar is the opposite of Grease.
Steal Summoning is a spell that lets you control a summoned being.
Storm of Needles is a simple piercing cone spell.
Summon Weapon would've been incredibly expensive if built via Snatcher, so I had to ignore RAW and use Create to get a reasonable point cost.
Touch of Years is the first spell that ages the subject, making Extended Lifespan and Unaging slightly more important.
Toxic Tongue lets you spit contact poison.
Vigilant Slumber lets you wake up when a specific condition is met.
 
Rebirth of Iron
Keywords: None.
Full Cost: 6 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
 
You may restore rusted or corroded metal items. By making physical contact with an inanimate metal object or construct you may immediately remove all DR and HT penalties caused by rust or corrosion. You cannot restore limbs of constructs that have been completely rusted away.
Your casting roll is at -2 if the subject is unconscious (some constructs may become unconscious). In addition, if used more than once per day on a given subject, you are at a cumulative -3 per successful restoration. Failure costs you 1d FP instead of the usual FP cost!
If you are a construct, you cannot use this spell on yourself.
Statistics: Healing (Accessibility, Only metal, -20%; Accessibility, Only to restore rusted items, -30%; Affects Inanimate Objects and Constructs, +50%; Affliction Only, -40%; Capped, 1 FP, -30%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [6].
  
Repelling Shield
Keywords: Buff.
Full Cost: 27 points for level 1 + 18 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 3 minutes.
 
This spell creates an invisible mobile disk of force that hovers in front of you. Just like normal shield, it provides a +1 bonus to all your active defenses per level of this spell, but only against attacks from the front and one of your sides, chosen upon casting this spell. Unlike an actual shield, this disk of force does not impede movement, does not occupy a hand, cannot be used to Block, and cannot be used to bash or perform a shield rush.
If the caster defends against a melee attack successfully, and the bonus to active defenses provided by this spell makes the difference between success and failure, i.e. margin of success on the defense roll is lower than the bonus, then the attack hits Repelling Shield squarely. Roll 2d. The holder of the weapon that struck the shield must then make a ST roll modified as follows: +2 for a two-handed weapon; +2 once he knows that the caster is protected by this spell and not the regular Shield spell; -1 per 2 points of basic damage that the caster rolled. On a failure, he drops his weapon he struck the caster with, and it flies 1d-1 yards away from the caster! On success by 0-2, his weapon becomes unready. Success by 3+ causes him no ill effects. Against unarmed attacks and attacks made with a shield strapped to the attacker’s arm, this damage is applied as knockback to the attacker.
This disk of force has Cover DR of 25, and if it is penetrated, it fizzles out and gives you a cumulative -2 penalty to skill to cast Shield for 24 hours. The active defense bonus of Shield does not “stack” with a real shield, but if you have a real shield, the magical Shield hovers in front of it, so its Cover DR does stack and is applied first.
It is recommended to limit this spell to level 3.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Repelling Shield 1, +260%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [27]. Note: “Repelling Shield 1” is Crushing Attack 2d (Accessibility, Only against attacks that strike the shield, -20%; Aura, +80%; Directional, Front and Shield Side, -10%; Magical, -10%; Melee Attack, Reach C, -30%; No Signature, +20%; No Wounding, -50%) [8] + Defense Bonus 1 (Directional, Front and Shield Side, -10%; Magical, -10%; Nuisance Effect, Does not stack with an actual shield, -10%; Visible, -10%) [18]. Additional levels add more levels of Defense Bonus (+180%) [+18].
 
Resinous Tar
Keywords: Area (Special).
Full Cost: 14 points for level 1 + 3 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: 10 seconds.
 
This spell covers the ground in a layer of sticky black tar. Resinous Tar counts as bad terrain (+1 movement point/hex, bad footing penalties). Double these penalties for crawling or slithering creatures. This affects an area with a radius equal to spell level yards.
Statistics: Control Ground Friction 1 (Accessibility, Only to increase friction, -25%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Visible, -10%) [11] + Control Ground Friction 1 (Accessibility, Only to increase friction, -25%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 1 FP, -5%; Does not increase area, -50%; Magical, -10%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Visible, -10%) [3]. Further levels add Control Ground Friction +1 (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%; Visible, -10%) [+3].
 
Steal Summoning
Keywords: Resisted (Will).
Full Cost (Short-Range): 10 points.
Full Cost (Ranged): 15 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP to cast, 1 FP to maintain.
Casting Time: 1 second.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: Indefinite + 3 seconds, see text.
 
This spell enables you to command a creature summoned by another caster, even if it is normally immune to mind control. You command it mentally, so it obeys your commands regardless of the language you speak. In effect, it temporarily gains the Reprogrammable (p. B150) disadvantage, with you as its master. While not following orders, the creature still has initiative and may function normally while under the effect of this spell.
Your control persists for as long as you take uninterrupted Concentrate maneuvers. Once you stop, your control lingers for 3 extra seconds. 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, Only Summoned Creatures, -50%; Cosmic, Can affect creatures immune to mind control, +50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Reduced Duration, 1/60, -35%; Requires Gestures, -10%; Requires Magic Words, -10%; Short-Range 1, -10%) [10]. 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].
  
Storm of Needles
Keywords: Cone, Obvious.
Full Cost: 4.5 points/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.
 
You fire a cone of metal needles that do 1d small piercing damage per level. This is a 6-yard-wide cone attack that uses the rules for Cone Attacks (p. B413). 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). This spell has no 1/2D range.
Statistics: Small Piercing Attack 1d (Cone 6, +110%; Costs Fatigue, 1 FP, -5%; Increased 1/2D, 10x, +15%; Magical, -10%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [4.5/level].

   
Summon Weapon
Keywords: None.
Full Cost: 14 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 10 seconds.
 
You conjure a nonmagical weapon of any type that weighs no more than 10 lbs. with which you are familiar with. This weapon appears in your hands and behaves as a normal weapon of its type. The weapon cannot be made of any special material – its material is the default material for a weapon of its type. The created weapon is of Good quality and doesn’t have any other modifiers, such as Balanced.
Statistics: Create Weapon 1 (Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [14].
 
Touch of Years
Keywords: Buff.
Full Cost: 30 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 18 seconds.
 
This spell gives you an aura that ages living creatures that touch you, making them grow one year older per second, ignoring DR.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Touch of Years, +310%; 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%) [30]. Note: “Touch of Years” is Ageing Attack 1 point (Accessibility, Only living beings, -10%; Aura, +80%; Cosmic, Irresistible Attack, +300%; Magical, -10%; Melee Attack, Reach C, -30%) [31].

Toxic Tongue
Keywords: Missile, Obvious.
Full Cost: 2 points.
Casting Roll: Skill. Use Innate Attack (Breath) to hit.
Components: S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
 
Your saliva changes into a virulent poison that you then spit at your foes. This spell has Acc 3, Max 10, 1/2D -. It can be dodged, blocked, but not parried. The poison is a contact agent – you must hit unprotected skin, and any DR without Tough Skin negates it. If you hit, the subject must make a successful roll against HT-3 or take 2d toxic damage.
Statistics: Toxic Attack 2d (Blockable, -5%; Contact Agent, -30%; Costs Fatigue, 1 FP, -5%; Increased 1/2D, 10x, +15%; Magical, -10%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Resistible, HT-3, -15%) [2].
  
Vigilant Slumber
Keywords: Buff.
Full Cost: 10 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 10 minutes.
Range: Self.
Duration: 12 hours or until awakened.
 
You set a specific condition under which you automatically wake up. This condition might be anything from "If any SM-2 or larger creature comes within 3 yards of me" to "When the moon is at its zenith." The condition must be something that you would normally be able to observe if you were awake. Thus, you can't set the spell to wake you when something happens elsewhere, or when an invisible foe sneaks into your campsite. You awaken fully alert and ready for action, not mentally stunned.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Vigilant Slumber, +30%; Costs Fatigue, 1 FP, -5%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Terminal Condition, Waking Up, -10%) [10]. Note: “Vigilant Slumber” is Combat Reflexes (Accessibility, Only for the purpose of waking up, -80%; Magical, -10%) [3].
 

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