Friday, 6 June 2025

Wizardry: Legacy Underdark Spells

Wizardry: Legacy Underdark Spells

Usually, I determine books from which to convert spells randomly, and this is one of such cases. I rolled Weapons of Legacy. Does anyone even remember this book? Back in the day, I remember it being not well received and almost forgotten. I actually like the concept of the book, even if the execution wasn't very good (allegedly, because I've never used it myself). The gist of it is that you get a unique weapon that gains new abilities as you level up. GURPS actually has this as the Named Possession perk. Weapons of Legacy has only a few spells, and only one of them is worth even looking at when it comes to adapting to wizardry.

Sever Legacy doesn't simply remove the Named Possession perk, but also all the similar [X] Bond perks. You may notice that the duration is Truly Permanent even though the statblock has Extended Duration, Permanent, +150%. Why? Because look at the spell. Do you think it is worth 32-40 points? Would it be better if it were 15 points more expensive? "Permanent" by default must include a dispel clause, and "spend 1 point to buy the perk again" is probably enough. This is mostly a spell for NPCs to use against the PCs. I can imagine it being more useful in Oriental settings, with all the samurai and ancestral swords.

All right, but a post with a single spell would be lame, so I rolled another book and got Underdark. Now that's a good one. Some of the spells already were adapted, but there are some interesting ones left. Perfect.

Amorphous Form is a spell that turns you into an ooze. Perfect for assassins and other infiltrators.
Blindsight adds a new sense to the subject. I changed the wording of the Vibration Sense advantage somewhat to make it more clear what it does.
Burrow gives the subject tough claws that can be used as weapons or shovels.
Clarity of Mind is a rather boring buff spell that is nonetheless useful.
Drown is a save-or-die spell that I didn't build via Choking, +100%, because the suffocation rules in GURPS are... all over the place. I'm paying for effect, so this is a variant of Heart Attack here.
Locate Node is the first of the spells that deal with "earth nodes." The earth nodes are very similar to the ley line nodes in GURPS, so I decided to make this spell more generic and treat earth nodes as ley line nodes with flavored mana.
Mass Burrow is a mass version of Burrow for situations when you really need to do some digging done quick.
Node Door is a teleportation spell that only works between ley line nodes.
Node Genesis creates a new ley line node.
Node Lock hides the ley line node from others and penalizes attempts to use/affect it. I made it with Obscure because... because I did, okay?
Portal Barricade temporarily closes a portal.
Portal Stabilization temporarily increases the Malfunction number of a portal.
Portal-to-Portal Redirect allows you to change the destination of a portal.
Portal Reformat adds or removes keys to a portal (this is related to D&D portal metaphysics).
Portal View makes a portal transparent from one side.
Stick is a perk-level spell that affixes one object to another.
Stone Metamorphosis lets you transmute rock.
Stone Sphere allows you to play bowling in the dungeon.
Tremorsense adds a new sense to the subject. I remember that in the past I used to build it as Vibration Sense with Environmental, Ground, -20%, but Subsonic Hearing is a more appropriate option, according to GURPS Powers: Enhanced Senses.
Viscid Glob is a rather powerful spell that engulfs creatures in sticky goo.
Wall of Dispel Magic is self-explanatory.
  
Amorphous Form
Keywords: Buff.
Full Cost (Self): 45 points.
Full Cost (Touch): 60 points.
Casting Roll: Skill.
Components: S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self – Touch.
Duration: 3 minutes or until cancelled, see text.
 
The subject gains the Amorphous Form meta-trait; see the footnote below for details. Clothing and gear weighing no more than his BL change with him. Unlike most other spells with a duration, this spell can be cancelled without the Cancel Spells spell. To do that, the subject must Concentrate and make a successful Will roll. However, the process of solidifying into the native form takes ten seconds.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Amorphous Form, +420%; Cancellation, +10%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%) [45]. Note: “Amorphous Form” is Alternate Form (Amorphous Form; Can Carry Objects, No Encumbrance, +10%; Magical, -10%) [15 + 27]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. 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].
* A meta-trait: ST 0 [-100]; HP+10 [20]; Basic Move -2 [-10]; 360° Vision (Panoptic I, +20%) [30]; Amphibious [10]; Doesn’t Breathe [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse; No Eyes) [105]; Mute [-25]; No Legs (Slithers) [0]; No Manipulators [-50]; and Taboo Trait (Fixed ST) [0]. 30 points.
  
Blindsight
Keywords: Buff.
Full Cost (Self): 18 points.
Full Cost (Touch): 33 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Self – Touch.
Duration: 30 minutes.
 
This spell lets the subject perceive surroundings by sensing vibrations that propagate through the air or water. The subject may make a Sense roll subject to separate bonuses for the target’s size, speed (invert the penalty), and a penalty for range to the target based on the Size and Speed/Range Table (p. B550) to detect something by sensing vibrations. Success allows ignoring visibility penalties to attacks and defenses in combat that second. Wind and currents will generate “noise” that imposes penalties, and the same penalties are applied to attacks that rely on this ability.
Blindsight is not a substitute for vision. You can locate an opponent in the dark, but you cannot detect details (e.g., whether he is armed). In a perfectly still, dark chamber, you would have only a vague notion of the size of the area, but you would be able to sense a barrier before you ran into it, and could find openings by sensing the flow of air or water.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Blindsight, +140%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [18]. Note: “Blindsight” is Vibration Sense (Magical, -10%; Universal, +50%) [14]. 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].
 
Burrow
Keywords: Buff.
Full Cost (Self): 8 points.
Full Cost (Touch): 23 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 30 minutes.
 
The subject’s hands sprout claws as hard as stone. It can use these claws to burrow through earth, sand, clay, and gravel (but not solid rock), excavating as if equipped with an iron shovel (see Digging, p. B350). Change the damage dealt by the subject with punches from crushing to cutting. While this spell is in effect, the subject has Bad Grip 1 (p. B123) and Ham-Fisted 1 (p. B138).
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Burrow, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [8]. Note: “Burrow” is Burrower (Magical, -10%) [1] + Sharp Claws (Magical, -10%; Temporary Disadvantage, Bad Grip 1 and Ham-Fisted 1, -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%, Based on IQ, Own Roll, +20%; Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+15].
   
Clarity of Mind
Keywords: Buff.
Full Cost (Self): 15 points.
Full Cost (Touch): 29 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 5 hours.
 
You grant a sapient subject a +3 bonus to Will rolls to resist mind control effects.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Clarity of Mind, +90%; Costs Fatigue, 2 FP, -10%; 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%) [15]. Note: “Clarity of Mind” is Resistant to Mind Control (+3) (Magical, -10%) [9]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only on sapient creatures, -10%, 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% [+14].
 
Drown
Keywords: Resisted (HT).
Full Cost (Touch): 24 points.
Full Cost (Short-Range): 27 points.
Full Cost (Ranged): 32 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 3 seconds or permanent; see text.
 
You create water in the lungs of the subject. The victim coughs for three seconds, expelling created water. When coughing, the victim cannot use Stealth, it at -3 to DX and -1 to IQ.
If you win by 5 or more, or if the victim rolls a critical failure, the victim instead begins to drown. The victim falls to the ground and cannot do anything. It loses 1 FP per second. At 0 FP, it must make a Will roll every second or fall unconscious. If it goes without air for more than two minutes, roll vs. HT to avoid permanent brain damage: -1 to IQ. Regardless of FP or HP, the victim dies after four minutes without air.
If this spell is dispelled, the victim stops losing FP and starts to recover FP at the usual rate. If it was unconscious, it awakens once it has 1 FP. Aside from dispelling, this spell can be stopped by performing resuscitation. Each attempt takes one minute and requires a First Aid roll at -4.
Water-breathing creatures and creatures that do not breathe are immune to this spell.
Statistics: Affliction 1 (HT; Based on IQ, Own Roll, +20%; Coughing, +20%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Secondary Heart Attack, Variant, +60%; Takes Extra Time 1, -10%) [24]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Locate Node
Keywords: Information.
Full Cost: 6 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: Unlimited (long-distance).
Duration: Instantaneous.
 
You sense the direction to the nearest ley line node. You may omit known nodes, look for a specific node, or look for a node of a specific size or aspect – you specify these conditions during the casting. The GM rolls against the caster’s skill (plus Talent), applying range penalties to the nearest appropriate ley line node.
The spell is blocked by even a thin sheet of lead, and it cannot detect nodes protected by a Node Lock spell.
Statistics: Detect (Ley Line Node; Based on IQ, Own Roll, +20%; Cannot Analyze, -10%; Costs Fatigue, 1 FP, -5%; Long-Range 1, +50%; Magical, -10%; Nuisance Effect, Blocked by lead, -5%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Effect, +20%; Takes Extra Time 2, -20%) [6].

Mass Burrow
Keywords: Area (Leveled), Buff.
Full Cost (Short-Range): 33 points for level 1 + 5 points/additional level.
Full Cost (Ranged): 38 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: Unlimited (-1/yard) – Unlimited (standard).
Duration: 30 minutes.
 
Each subject’s hands sprout claws as hard as stone. The subject can use these claws to burrow through earth, sand, clay, and gravel (but not solid rock), excavating as if equipped with an iron shovel (see Digging, p. B350). Change the damage dealt by the subject with punches from crushing to cutting. While this spell is in effect, each subject has Bad Grip 1 (p. B123) and Ham-Fisted 1 (p. B138).
The caster may omit any creatures from the effect. The spell’s area is a 4-yard-high cylinder.
Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Mass Burrow, +50%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Area, +20%; Takes Extra Time 2, -20%) [33]. Note: “Mass Burrow” is Burrower (Magical, -10%) [1] + Sharp Claws (Magical, -10%; Temporary Disadvantage, Bad Grip 1 and Ham-Fisted 1, -10%) [4]. Additional levels add Area Effect (+50%) [+5/level]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
  
Node Door
Keywords: None.
Full Cost: 40 points.
Casting Roll: Skill.
Components: V, S, M.
Cost: 1 FP or more, see text.
Casting Time: Special, see text.
Range: Unlimited (special).
Duration: Instantaneous.
 
You instantly transfer yourself from your current ley line node to any other ley line node you have visited. Interplanar travel is not possible.
If you are carrying equipment heavier than your Basic Lift, then you make your casting roll at a penalty equal to twice your Encumbrance level. On a failed roll, you leave excess cargo behind; on a critical failure, you lose 1 point of IQ for each Encumbrance level you attempted as you “burned out” that part of your brain temporarily. This temporarily lost IQ recovers after you sleep.
Teleportation distance also penalizes your casting roll. Distance penalties appear on the table below. If actual distance falls between two values, use the higher.

Distance

Skill Penalty

2 miles

0

10 miles

-1

10x increase

Extra -1

The amount of time taken to cast Node Door affects the skill roll, as follows:

Preparation Time

Skill Modifier

None

-10

1 second

-5

2 seconds

-4

4 seconds

-3

8 seconds

-2

15 seconds

-1

30 seconds

0

1 minute

+1

2 minutes

+2

4 minutes

+3

8 minutes

+4

15 minutes

+5

30 minutes

+6

1 hour

+7

2 hours

+8

4 hours

+9

8 hours

+10

This table is not open-ended; +10 is the maximum possible bonus.
Apply a bonus of +1 per additional FP spent. You must declare this before you roll, and you lose the FP whether you succeed or fail.
After you teleport, you are disoriented – you may take no action other than defense for one turn, unless you make a Body Sense roll. On a failed casting roll, you go nowhere and strain your teleporting ability: you are at -5 to cast this spell again in the next 10 minutes. On a critical failure, you’re likely to appear high in the air or underground. In addition, your spell temporarily “burns out” and will not function again for 1d hours.
Optionally, you may overload this spell to transport other willing beings in physical contact with you. Your casting roll will be at -5 per additional target, and your casting will cost an additional 2 FP. A critical failure strains your spellcasting ability; the spell automatically fails, you lose 1d FP, and all your magical powers shut down for 1d seconds.
Statistics: Warp (Accessibility, Only to ley line nodes visited previously, -40%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Reliable 6, +30%; Requires Gestures, -10%; Requires Magic Words, -10%; Special Portal, Ley Line Nodes, -40%; Uncertain Encumbrance, +25%) [40].
  
Node Genesis
Keywords: None.
Full Cost: 14 points.
Casting Roll: Skill.
Components: V, S.
Cost: 20 or 36 character points, see text.
Casting Time: 1 tenday (8 hours/day).
Range: Touch.
Duration: Instantaneous.
 
The spell’s energy reroutes local ley lines, precipitating the creation of a high mana ley line node. This spell can only be cast in an area with normal mana. The new node is 4 yards in diameter, centered on and emanating from the point touched. The rough boundary of the new node may enclose a hollow space, an area of solid rock, or a combination of materials. You have some leeway in determining the initial shape of your node’s outer boundary—it doesn’t have to be a perfect sphere, though no portion of its volume can be less than 3 cubic feet.
Optionally, you may elect to create a very high mana node of aspected mana of any kind. In this case, the casting cost is increased from 20 character points to 36 character points.
The newly generated node retains its size for one year. Thereafter, its radius increases at a rate of 2 yards per year, until it eventually reaches a diameter equal to 20 yards.
Statistics: Mana Enhancer 1 (Area Effect, 4 yards, Spherical, +155%; Character points-powered, x1/5; Immediate Preparation Required, 10 days, -135%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [8] + Mana Enhancer 1 (Accessibility, Only to create aspected mana nodes, -20%; Area Effect, 4 yards, Spherical, +155%; Character points-powered, x1/5; Immediate Preparation Required, 10 days, -135%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [6].
  
Node Lock
Keywords: Area (Fixed).
Full Cost: 22 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP + 1 character point.
Casting Time: 2 seconds.
Range: 20 yards.
Duration: Permanent.
 
A Node Lock spell cast upon a ley line node magically “locks” it against others who might wish to use its power. For any caster except you, the Node Lock imposes a -10 penalty to all attempts to locate it with the Locate Node spell and similar abilities, and a -10 penalty to all other rolls made to use or somehow affect the node. A successful Dispel Magic breaks the Node Lock.
Statistics: Obscure 10 (Locate Node; Area Effect, 20 yards, Spherical, +240%; Character point-powered, x1/5; Costs Fatigue, 2 FP, -10%; Defensive, +50%; Extended Duration, Permanent, +150%; Magical, -10%; Ranged, +50%; Reduced Range, 1/5, -20%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [22].
 
Portal Barricade
Keywords: Buff.
Full Cost (Touch): 32 points.
Full Cost (Short-Range): 35 points.
Full Cost (Ranged): 40 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 5 hours.
 
Portal Barricade temporarily closes a portal (a supernatural gate, not a mundane door) and prevents it from functioning for the duration of the spell. Knock spells, chimes of opening, and similar effects cannot end or suppress a Portal Barricade, though Dispel Magic can negate it.
Statistics: Affliction 1 (HT; Accessibility, Only supernatural portals, -75%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 100x, +80%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, Variant, +150%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [32]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Portal Stabilization
Keywords: Buff.
Full Cost (Touch): 12 points.
Full Cost (Short-Range): 15 points.
Full Cost (Ranged): 20 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
Portal Stabilization temporarily stabilizes an unstable portal (a supernatural gate, not a mundane door), making it safer to use. While the spell is in effect, the portal’s Malfunction number is increased by 3.
Statistics: Affliction 1 (HT; Accessibility, Only supernatural portals, -75%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Increase Malfunction 3, +30%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [12]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
  
Portal-to-Portal Redirect
Keywords: None.
Full Cost: 10 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: 10 yards.
Duration: 30 minutes.
 
A Portal-to-Portal Redirect spell changes the destination of the portal on which it is cast for the duration of the spell. The caster may choose any existing portal through which he has traveled as the new, temporary destination. This spell does not change any of the portal’s special properties (such as one-way or creature-only).
The first level of this spell only allows redirecting to a portal that is no further than the original destination portal. Every additional level multiplies the maximum distance of the new destination portal by 10.
Statistics: Control Portal 1 (Accessibility, Only to redirect, -70%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 2 FP, -10%; Extended Duration, 200x, +90%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [10]. Additional levels add Control Portal 1 (Accessibility, Only to redirect, -70%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 2 FP, -10%; Doesn’t increase area, -50%; Extended Duration, 200x, +90%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [5].
 
Portal Reformat
Keywords: None.
Full Cost: 7 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 character point.
Casting Time: 10 minutes.
Range: 10 yards.
Duration: Truly Permanent.
 
A Portal Reformat spell permanently removes or adds one or more keys to a portal. The caster must have studied the portal with the Analyze Portal spell (or some similar means) and must know its properties before he can add or remove any keys.
Removing a Key: Removing a key from a portal changes it from a portal activated only by that specific key to either a portal that cannot be activated at all or a portal that can be activated by any creature (caster’s choice). If the key controlled the behavior of the portal, the caster can decide which behavior to remove. For example, in the case of a variable portal that leads to one destination if activated by a drow and another destination if activated by any other creature, the caster could remove either destination, making it a portal that sends any other creature to one destination or a drow to one destination.
Adding a Key: You can add a key to an existing portal to prevent it from being activated unless the creature attempting to activate it has the key. If you designate a specific object or type of object as the key, you must have that object on hand for the casting of the spell. You can also add a key that changes the behavior of a variable portal, if you so choose. For example, if a variable portal formerly operated one way for drow and another way for all other creatures, you could add a key that is nearly impossible to obtain for the “all other creatures” function, effectively changing the portal into a drow-only portal.
Statistics: Control Portal 1 (Accessibility, Only to reformat, -50%; Character point-powered, x1/5; Extended Duration, Truly Permanent, +300%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [7].
  
Portal View
Keywords: None.
Full Cost: 15 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: 10 yards.
Duration: 5 minutes.
 
Portal View makes a portal transparent from your side only for the duration of the spell. It does not actually open the portal, so no line of effect is established, but it does enable line of sight. Portal View does not reveal any of the portal’s special properties (such as one-way or creature-only); it only allows creature on your side to view the portal’s destination.
Statistics: Control Portal 2 (Accessibility, Only to make transparent from one side, -70%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 1 FP, -5%; Extended Duration, 30x, +60%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [15].

Sever Legacy
Keywords: Resisted (Will).
Full Cost (Touch): 32 points.
Full Cost (Short-Range): 35 points.
Full Cost (Ranged): 40 points.
Casting Roll: Skill
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: Truly Permanent.
 
You permanently disrupt the bond between the target creature and its bonded items. The subject permanently loses all of the following perks: Equipment Bond, Magical Weapon Bond, Named Possession, Vehicle Bond, and Weapon Bond. The subject may reacquire them again normally.
Statistics: Affliction 1 (Will; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, Permanent, +150%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Negated Advantage, Equipment Bond, Magical Weapon Bond, Named Possession, Vehicle Bond, Weapon Bond, +5%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [32]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Stick
Keywords: None.
Full Cost: 1 point.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
 
Stick affixes one item weighing up to 8 pounds to another, heavier item. The two items can be separated with a Ready maneuver – the binding has an effective ST 2.
Statistics: Binding 2 (Accessibility, Only to affix one object to another, -20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Melee Attack, Reach C, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [1].
 
Stone Metamorphosis
Keywords: None.
Full Cost: 4 points/level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: Touch.
Duration: 10 seconds or Permanent; see text.
 
You can change an existing piece of rock to another type of rock. For instance, you can make crumblestone into granite, substantially strengthening it. You can affect up to 10 x (level squared) lbs. of material.
If the product is worth more than the original material, it is unstable. It reverts back in 10 seconds unless you use character points to “stabilize” it. Each point spent stabilizes a quantity worth 10% of the campaign’s average starting wealth. You have to stabilize the difference in value, not the total value of the product. Alternatively, you can use Permanency Points.
Statistics: Create (Transmute Stone to Stone, +50%; Transmutation Only, -100%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [4/level].
 
Stone Sphere
Keywords: Area (Fixed), Missile, Obvious.
Full Cost: 28 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to place the effect.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: 10 seconds.
 
You create a smoothly polished, 1-yard-diameter sphere of stone, targeting a hex at +4. By taking a Concentrate maneuver, you may move the sphere at Move 5 along the ground, and the sphere will attempt to strike anyone in its path. When it moves into an occupied hex, it attacks everyone in it with an effective skill 14 modified only for the target’s Size Modifier. Treat it as a slam (p. B371) with an object that has HP 40, DR 6, and effective weight for the purpose of parrying of 32.5 lbs. Thus, when colliding at Move 5, the sphere deals 2d crushing damage, but this damage may change depending on the speed and direction of the target. If the damage dealt to the sphere calls for a DX roll, do not roll – the sphere stops its movement in the target hex instead of “falling down.”
Statistics: Crushing Attack 2d (Area Effect, 1 yard, +25%; Blockable, -5%; Bombardment, Skill 14, -5%; Can be parried, -5%; Costs Fatigue, 1 FP, -5%; Environmental, Ground, -20%; Magical, -10%; Mobile 5, +200%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [28].
  
Tremorsense
Keywords: Buff.
Full Cost: 8 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 30 minutes.
 
While this spell is in effect, you can feel faint movements in the surface you are standing on with a Sense roll, including earth tremors, distant explosions, and footsteps. Modify the roll for loudness and distance as for sound (p. B358). If lying full length, roll at +2.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Tremorsense, +30%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [8]. Note: “Tremorsense” is Subsonic Hearing (Magical, -10%; Melee Attack, Reach C, -30%) [3].
 
Viscid Glob
Keywords: Missile, Obvious.
Full Cost: 45 points.
Casting Roll: Skill. Use Innate Attack (Projectile) to hit.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: 5 hours, until destroyed, or until the victim breaks free.
 
You conjure a 1-yard-diameter glob of incredibly sticky, greenish-gray goo and send it streaking toward the target. You may target a hex at +4. Anyone in the target hex may perform a retreating dodge or dive for cover. Anyone who fails to dodge becomes grappled with ST 14 and rooted in place. Victims cannot move their limbs or speak; their only options are to use purely mental abilities, to attack the binding with an Innate Attack, or to try to break free using ST. The ST of this effect is equal to 14, but you can layer additional Viscid Globs on a successfully bound victim. Each extra layer gives +1 to ST.
Anyone who touches a bound victim also becomes stuck. Such secondary targets are rooted in place and cannot Move, Change Posture, or change facing. Secondary targets are at -4 to DX, but they can speak and use body parts that are not touching the primary target.
To break free, the victim must win a Quick Contest of ST against the ST of this spell. Each attempt takes one second. If he tries to break free and fails, he loses 1 FP and is only allowed a repeated attempt every 10 seconds – and on a 17 or 18, he becomes so entangled that he cannot escape on his own! Alternatively, he may try to destroy the goo with an Innate Attack (they hit automatically). External attacks on the goo take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). The goo can only be damaged by corrosion and burning attacks.
Victims also can roll thrust damage once every 10 seconds against Viscid Glob as a free action. If this destroys the goo, they may ignore its impediment at once. If it doesn’t, they’re affected normally but may still use their turn for a standard attempt to break free, and the goo is not damaged by this free “attack.” The Viscid Glob has DR 4. Each point of damage reduces ST by one. At ST 0, the goo is destroyed and the victim is freed. Secondary targets can do this every second, but “destroying” the binding only frees them – it doesn’t release the primary target.
Statistics: Binding 14 (Area Effect, 1 yard, +25%; Costs Fatigue, 2 FP, -10%; Engulfing, +60%; Magical, -10%; Nuisance Effect, Does not engulf secondary targets, -5%; Only Damaged by Burning or Corrosion, +20%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Sticky, +20%) [45].
 
Wall of Dispel Magic
Keywords: Area (Leveled), Obvious.
Full Cost: 60 points for level 1 + 25 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: 10 yards.
Duration: 30 seconds.
 
This spell creates a transparent, permeable barrier. Anyone passing through it becomes the target of a Dispel Magic effect. Whenever an ongoing magical effect crosses the wall, the caster of the effect must make a Will + Talent roll. If the roll is failed, the effect is dispelled. It may be recast normally. Some spells explicitly state that they are unaffected by Dispel Magic – such spells are not dispelled by the Wall of Dispel Magic. It also cannot end Truly Permanent effects, such as the magic of enchanted items.
On level 1, this spell lets the caster create a barrier that is six yards long, one yard wide, and four yards high. Each additional level doubles the length. The caster may form this into any shape he wishes.
Optionally, by spending 3 character points, the caster may create a permanent Wall of Dispel Magic.
Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Area Effect, 2 yards, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 3x, +20%; Interruption, -50%; Magical, -10%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%; Variable, Area, +5%; Wall, Shapeable, +60%; Weaponized, -50%) [60]. Additional levels increase Area Effect (+50%) [+25].


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