Saturday, 26 July 2025

Wizardry: Book of Vile Darkness Spells IV

Wizardry: Book of Vile Darkness Spells IV

There is no end in sight - the spell chapter of this book is huge.
Drug Resistance temporarily prevents the subject from getting addicted to drugs.
Ectoplasmic Enhancement is a buff that makes a ghost or a very similar creature more difficult to injure.
Evil Weather is a divine spell that creates vile weather effects that I wrote up in a very old post of mine.
Extract Drug lets the caster create drugs from mundane materials.
Eyes of the Zombie is a very cool possession spell.

 WIZARD SPELLS


Drug Resistance
Keywords: Buff.
Full Cost (Self): 10 points.
Full Cost (Touch): 25 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Self – Touch.
Duration: 5 hours.
 
The creature touched is immune to the possibility of addiction to drugs. He still experiences the negative and positive effects of drugs during the spell’s duration. This spell does not free the target from the effects of an addiction already incurred. If the spell ends before the effects of a drug wear off, the normal chance for addiction applies.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Drug Resistance, +40%; Costs Fatigue, 1 FP, -5%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [10]. Note: “Drug Resistance” is Immunity to Drug Addiction (Accessibility, Only new addictions, -10%; Magical, -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].
  
Ectoplasmic Enhancement
Keywords: Buff.
Full Cost (Short-Range): 30 points.
Full Cost (Ranged): 35 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Unlimited (-1/yard) – Unlimited (standard).
Duration: 30 minutes.
 
This spell toughens the ectoplasmic body of an insubstantial creature, such as a ghost. After subtracting DR and applying wounding multipliers, reduce the final injury by 2. This effect persists only when the subject is insubstantial – if it materializes somehow, it stops benefiting from this spell until it becomes insubstantial again.
Statistics: Affliction 1 (HT; Accessibility, Ectoplasmic Insubstantial Creatures Only, -60%; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Ectoplasmic Enhancement, +160%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [30]. Note: “Ectoplasmic Enhancement” is Injury Resistance 2 (Accessibility, Only when insubstantial, -10%; Magical, -10%) [16]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Extract Drug
Keywords: None.
Full Cost: 5 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP + character points, see text.
Casting Time: 1 minute.
Range: Touch.
Duration: Permanent.
 
The caster infuses a substance with energy and creates a magical version of a drug. The magical version manifests as greenish fumes that rise from the chosen focus. The fumes must then be inhaled as a Ready maneuver to get the drug’s effects. The fumes may drift with the wind, so the spell should be cast indoors.
For this spell to work, character points must be spent to “stabilize” the drug. Each point spent stabilizes a quantity worth 10% of the campaign’s average starting wealth. (This is just the tradeoff used for Trading Points for Money, p. B26.) As a rule of thumb, each character point can stabilize up to 100 doses of a cheap drug, up to 20 doses of an expensive drug, or 10 doses of a very expensive drug. See Addiction (p. B122) for more details.

Material

Drug Extracted

Effect on Focus

Metal

Baccaran

Metal’s DR drops by 1.

Stone

Vodare

Stone’s DR drops by 1.

Water

Sannish

Water becomes brackish and foul

Air

Mordayn vapor

Foul odor fills the area (up to 20-yd. radius) for 1 hour.

Wood

Mushroom powder

Wood takes on a permanent foul odor.

There may be other drugs that can be extracted with rarer substances, at the GM’s discretion.
Focus: 15 lb. or 1 cubic foot of the material in question.
Statistics: Create Drug 0.4 (Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Requires Focus, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [5].
  
Eyes of the Zombie
Keywords: Resisted (Will).
Full Cost: 60 points.
Casting Roll: Skill.
Components: V, S, F.
Cost: 2 FP to cast, 1 FP per hour to maintain.
Casting Time: 30 minutes.
Range: Touch.
Duration: Indefinite.
 
The caster replaces his eyes with the eyes of a zombie, allowing him to see through the zombie’s eye sockets and control its actions directly. The zombie must be one that the caster animated. The magic of this spell allows the caster to remove his eyes (no permanent damage to his eyes) and take a zombie’s eyes that he has removed and soaked in a special bath of brackish water. The caster’s eyes are preserved by the spell while he controls the zombie and perceives the world through it. The caster’s body remains motionless and is subject to harm normally. When the spell ends, the caster’s eyes automatically return to him. But he has to return the zombie eyes to the zombie manually, unless he wants to keep the zombie blind.
If the zombie for some reason resists, and the caster ties or loses, the caster is mentally stunned for 1d seconds. In addition, he cannot try to affect this zombie again within 24 hours.
Focus: Zombie eyes and a pint of brackish water.
Statistics: Possession (Accessibility, Only on zombies animated by the caster, -70%; Costs Fatigue, 2 FP, -10%; Decreased Immunity 1, +50%; Extended Duration, 20x, +50%; Fixed Duration, +0%; Immediate Preparation Required, 30 minutes, -60%; Magical, -10%; No Memory Access, -10%; Requires Focus, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Telecontrol, +50%) [60].

DIVINE SPELLS
  
Evil Weather
Keywords: Area (Fixed).
Full Cost: 49 points.
Casting Roll: Skill.
Components: V, S, DF, Corruption.
Cost: 4 FP + 1 character point.
Casting Time: 1 hour.
Range: Self.
Duration: 3d minutes.
 
The caster conjures a type of evil weather in a 0.9-mile-radius area around the caster. It takes about a minute for the weather to change to the evil weather, and once the spell stops, weather reverts back to normal over the next minute. Vile weather and its effects are as follows:
Violet Rain: Always accompanied by a terrible thunderstorm filled with lightning, violet rain brings portents of great evil. Once violet rain begins to fall, all connection with divine agencies is severed. Divine spellcasters have no access to spells, divine spell effects are suppressed, and divinely infused magic items cease to function. The Range Increment for Vision impediment is 10 yards. Hearing and Vibration Sense (Air) rolls take a -5 penalty.
Green Fog: Clouds of dark greenish mist roll across the countryside. Any living creature touched by the mist must make HT+2 checks every 5 minutes or become permanently polymorphed into a random creature (use a random table, or select a creature from a relevant wilderness encounter list). Polymorph can be reversed with Remove Curse or Break Enchantment. The fog moves at a speed of 3 yards per second. The Range Increment for Vision impediment is 50 yards.
Plague of Nettles: Tiny organic thorns fall from the sky. Those caught in this brief rainfall take 1d-4 small piercing of damage each second, unless they can get under some sort of shelter. The nettles that strike soil burrow into the ground and sprout thick, choking weeds that kill whole crops in a few minutes. The Range Increment for Vision impediment is 10 yards. Hearing and Vibration Sense (Air) rolls take a -5 penalty.
Rain of Blood: This horrible event can occur as part of a regular thunderstorm or all on its own. Blood pours down in thick drops, coating everything in a dark red, sticky mess. The Range Increment for Vision impediment is 10 yards. Hearing and Vibration Sense (Air) rolls take a -5 penalty.
Rain of Frogs or Fish: This preternatural rain deals 1d-4 crushing damage second to anyone not under shelter. The thousands of animals that fall from the sky usually die from the impact. There is no Vision impediment, but Hearing and Vibration Sense (Air) rolls take a -3 penalty.
Corruption Cost: The caster’s HT is reduced by 4 for a day. Then, each day the caster recovers 1 level of lost HT.
Statistics: Control Weather 9 (Backlash, HT-4, Extended Duration, 2,000x, -90%; Character point-powered, x1/5; Cosmic, Evil Weather, +50%; Costs Fatigue, 4 FP, -20%; Divine, -10%; Extended Duration on Persistent, 63x, +70%; Immediate Preparation Required, 1 hour, -75%; Natural Phenomena, +100%; Persistent, +40%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%) [49].

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