Wizardry: Races of Eberron Spells
I've never been a big fan of Eberron. Sure, there were some interesting parts, but the setting itself just didn't grip me. However, the races that are usually associated with this setting are pretty cool. The warforged are... surprisingly difficult to stat up in GURPS (you can see the entry in the Monstrous Compendium) but also interesting in terms of flavor. Changelings, shifters, and kalashtar also are pretty neat. I appreciate the existence of the artificer class and its psionic variant, and the setting giving the deathless some extra attention.
But who cares? I'm here for the spells. Races of Eberron has a quite hefty spell chapter that is about 10 pages long, but most of the spells are either rather bland, redundant, or lame. The common gimmick is that many spells are restricted to certain races and enhance their racial abilities. I actually like that, but these specific spells just don't work that well in GURPS. There also are Mindset spells that give you a bonus as long as the spell is prepared. If we cut all that, we get only a handful of spells worth adapting.
Force Shapechange is a spell against werewolves, shifters, doppelgangers, and other shapeshifters. By RAW, I was supposed to link a Neutralize with Derange to the Affliction, but that would be wonky and expensive. Instead, I decided to introduce the Force Shapechange, +20% enhancement that feels right. Also, I arbitrarily increased the duration from 9 seconds to 10 seconds because Alternate Form and Morph take 10 seconds to use by default.
Inflict Damage is the same as Inflict Wounds, but only works against constructs. Taking into account that many constructs have very high DR, this may be useful.
Mass True Seeing is a mass version of True Seeing.
Misrepresent Alignment is a clerical spell that changes the target's alignment for the purpose of detection spells.
Scorpion Tail is another clerical spell that gives you a poisonous stinger.
Unseen Crafter is a spell that lets you set up a crafting process and go out for a week or so.
WIZARD SPELLS
Force Shapechange
Keywords: Resisted (HT).
Full Cost (Touch): 17 points.
Full Cost (Short-Range): 20 points.
Full Cost (Ranged): 25 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 10 seconds.
If the target of this spell is a shapechanger, it experiences severe pain (p. B428) and reverts to its true form for the duration of the spell. The reversion process works as normal for the target’s shapechanging ability. For the purpose of this spell, a shapechanger is any creature that has Alternate Form or Morph advantages in its racial template. Thus, a barghest is a valid target, but a wizard who knows Alter Self is not.
Statistics: Affliction 1 (HT; Accessibility, Only on natural shapechangers, -40%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Force Shapechange, +20%; 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%; Severe Pain, +40%) [17]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
Inflict Damage
Keywords: Obvious.
Full Cost (Minor): 6 points.
Full Cost (Light): 8 points.
Full Cost (Moderate): 13 points.
Full Cost (Serious): 26 points.
Full Cost (Critical): 39 points.
Casting Roll: Skill. Use unarmed combat skill or DX to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
This spell charges the caster’s hand with transmuting energies that damage and deanimate constructs. If the caster touches a construct, he deals crushing damage, ignoring DR and dealing no knockback. The amount of damage dealt depends on the spell’s version. Inflict Minor Damage deals 1 point of crushing damage. Inflict Light Damage deals 1d-2 crushing damage. Inflict Moderate Damage deals 1d crushing damage. Inflict Serious Damage deals 2d crushing damage. Inflict Critical Damage deals 3d crushing damage.
Statistics: Crushing Attack 1 point (Accessibility, Only constructs, -50%; Cosmic, Irresistible Attack, +300%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Melee Attack, Reach C, Cannot Parry, -35%; No Knockback, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [6]. The light version improves it to 1d-2 [+2]. The moderate version improves it to 1d [+5]. The serious version improves it to 2d [+13]. The critical version improves it to 3d [+13].
Keywords: Resisted (HT).
Full Cost (Short-Range): 20 points.
Full Cost (Ranged): 25 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 10 seconds.
If the target of this spell is a shapechanger, it experiences severe pain (p. B428) and reverts to its true form for the duration of the spell. The reversion process works as normal for the target’s shapechanging ability. For the purpose of this spell, a shapechanger is any creature that has Alternate Form or Morph advantages in its racial template. Thus, a barghest is a valid target, but a wizard who knows Alter Self is not.
Statistics: Affliction 1 (HT; Accessibility, Only on natural shapechangers, -40%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Force Shapechange, +20%; 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%; Severe Pain, +40%) [17]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
Inflict Damage
Keywords: Obvious.
Full Cost (Minor): 6 points.
Full Cost (Light): 8 points.
Full Cost (Moderate): 13 points.
Full Cost (Serious): 26 points.
Full Cost (Critical): 39 points.
Casting Roll: Skill. Use unarmed combat skill or DX to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
This spell charges the caster’s hand with transmuting energies that damage and deanimate constructs. If the caster touches a construct, he deals crushing damage, ignoring DR and dealing no knockback. The amount of damage dealt depends on the spell’s version. Inflict Minor Damage deals 1 point of crushing damage. Inflict Light Damage deals 1d-2 crushing damage. Inflict Moderate Damage deals 1d crushing damage. Inflict Serious Damage deals 2d crushing damage. Inflict Critical Damage deals 3d crushing damage.
Statistics: Crushing Attack 1 point (Accessibility, Only constructs, -50%; Cosmic, Irresistible Attack, +300%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Melee Attack, Reach C, Cannot Parry, -35%; No Knockback, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [6]. The light version improves it to 1d-2 [+2]. The moderate version improves it to 1d [+5]. The serious version improves it to 2d [+13]. The critical version improves it to 3d [+13].
Keywords: Area (Leveled), Buff.
Full Cost (Short-Range): 53 points for level 1 + 5 points/additional level.
Full Cost (Ranged): 58 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
You confer on the subjects the ability to see all things as they actually are. The subjects see the exact locations of creatures or objects under blur or displacement effects, see invisible creatures or objects normally, see through illusions, and see the true form of polymorphed, changed, or transmuted things. This does not let the subjects see through darkness, fog, and other similar visual obstructions. 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 True Seeing, +290%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Area, +20%; Takes Extra Time 1, -10%) [53]. Note: “Mass True Seeing” is See Invisible (Cosmic, All Forms, +50%; Magical, -10%; True Sight, +50%) [29]. Additional levels add Area Effect (+50%) [+5/level]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
Unseen Crafter
Keywords: None.
Full Cost: 50 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 hour.
Range: 5 yards.
Duration: 10 days or until the task is finished.
An Unseen Crafter is an invisible, mindless, shapeless force that can be assigned any one task that can be accomplished by the use of the following skills: Armoury, Artist (Pottery, Sculpting, or Woodworking), Bone Carving, Carpentry, Flint Knapping, Jeweler, Leatherworking, Machinist, Masonry, Mechanic, Sewing, Smith. Appropriate tools and materials must be provided within 5 yards for the Unseen Crafter; it makes skill rolls using your skill levels. When the Unseen Crafter finishes its task, the spell ends. The Unseen Crafter has ST 7, so it cannot perform tasks that require lifting objects weighing more than 98 pounds.
Unseen Crafter cannot be killed, but it dissipates if it takes 6 points of damage from area attacks. (It gets no active defenses.)
Even though this is not a spell with an indefinite duration, the caster cannot have multiple instances of this spell active unless he took multiple copies of this spell or can maintain multiple spells at the same time.
Statistics: Telekinesis 6 (Costs Fatigue, 2 FP, -10%; Extended Duration, 100,000x, +200%; Immediate Preparation Required, 1 hour, -75%; Independent, +40%; Lift Only, -20%; Magical, -10%; One Task, Crafting, -45%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [42] + Telekinesis 1 (Costs Fatigue, 2 FP, -10%; Extended Duration, 100,000x, +200%; Immediate Preparation Required, 1 hour, -75%; Independent, +40%; Magical, -10%; One Task, Crafting, -45%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [8].
CLERIC SPELLS
Misrepresent Alignment
Keywords: Buff.
Full Cost (Self): 25 points.
Full Cost (Touch): 40 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 5 hours.
A Misrepresent Alignment spell conceals the true alignment of an object or creature from all forms of divination, rendering a misleading result determined by the caster. For example, a spellcaster could cast Misrepresent Alignment on a chaotic evil creature or magic item, making that creature or item appear to be lawful good (or any other alignment of the caster’s choice) when subject to spells such as detect evil and detect good.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Misrepresent Alignment, +200%; Costs Fatigue, 2 FP, -10%; Divine, -10%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [25]. Note: “Misrepresent Alignment” is Elastic Skin (Variant; Divine, +0%) [20]. 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].
Keywords: Buff.
Full Cost: 3 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 18 seconds.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Scorpion Tail, +50%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Fixed Duration, +0%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [3]. Note: “Scorpion Tail” is Striker (Impaling; Cannot Parry, -40%; Divine, -0%; Weak, -50%) [2] + Toxic Attack 1d (Divine, -0%; Follow-Up, Striker, +0%; Resistible, HT, -30%) [3].
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