Friday, 22 August 2025

Wizardry: Book of Vile Darkness Spells V

Wizardry: Book of Vile Darkness Spells V

Forbidden Speech makes the subject unable to communicate about a single topic in any way.
Graz'zt's Long Grasp is a rather expensive but cool spell that lets you detach your hand.
Impotent Possessor forbids a possessing creature to do anything but leave the body it is possessing.
Imprison Possessor forbids a possessing creature from leaving the body it is possessing. Yes, these two spells can be combined to utterly screw ghosts.
Imprison Soul is a spell that lets you trap the subject's soul in a gem or other receptacle. This is similar to Trap the Soul, but does have enough differences.
Liquid Pain is a spell that extracts a drug from a creature suffering great pain.
 
Forbidden Speech
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: Skill.
Components: V, S, Corruption.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Instantaneous.
 
The caster makes it impossible for a single creature to speak about a single topic. The topic should be as narrow as possible for the spell to work properly. An appropriate topic might be events that occurred while the creature was in captivity, the whereabouts and names of tormentors, the secret location of a hidden treasure, the password into a guarded compound, the command word of a magic item, or the explanation behind some major occurrence. Invalid topics include verbal components of spells, a creature’s whole life history, or anything too broad for a reasonable definition of a single topic. Whether a topic is too broad is up the GM, who can double the corruption cost and have the spell automatically fail if the caster persists in attempting an invalid topic. Thus, this can be a dangerous spell to attempt.
The affected creature cannot communicate regarding the topic in any way. Speech becomes gibberish, writing is reduced to an indecipherable scrawl, gestures are impossible, and even telepathy (including Detect Thoughts) is scrambled. The creature has not forgotten the information, however, and it can be a maddening occurrence for the creature to be unable to communicate information that might be of life-and-death importance to friends and allies.
If the subject is willing, just make an unopposed skill roll. In any case, if you win, the alteration take place permanently – the effect cannot be dispelled with Dispel Magic, but Remove Curse or Break Enchantment lifts it. If you tie or lose, you cannot try to affect the subject again within 24 hours.
Corruption Cost: The caster’s ST is reduced by 4 for a day. Then, each day the caster recovers 1 level of lost ST.
Statistics: Mind Control (Accessibility, Only to make the subject unable to talk about a single topic, -40%; Backlash, ST-4, Extended Duration, 2,000x, -45%; Conditioning Only, -50%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Melee Attack, Reach C, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Slow and Sure, 1 minute, +85%) [10].
  
Graz’zt’s Long Grasp
Keywords: Buff.
Full Cost: 45 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Self.
Duration: 30 minutes.
 
The caster causes one of his hands to detach from his arm. He can control the hand by thought alone as a free action. When performing any actions at a distance, apply the range modifier for distance between the caster and the hand. The hand can fly at Move equal to his Basic Speed. It can also “fly” underwater at half speed, and crawl along the ground at Move equal to DX/2. It has a Dodge of DX/2 + 3. The hand has the caster’s HP/3, the caster’s HT, DX, and ST, and SM equal to the caster’s SM minus 4. Round all fractions up.
A severed body part suffers injury normally from every attack it. At 0 or fewer HP, it’s crippled and can’t act. Make the usual HT roll to learn whether this is permanent (see p. B422).
The caster may reattach the hand by holding it in place for a minute even if the spell has expired. The caster can reattach a crippled hand if the injury is temporary or lasting, but it remains crippled. A permanently crippled hand is destroyed.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Graz’zt’s Long Grasp, +430%; Costs Fatigue, 2 FP, -10%; 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%) [45]. Note: “Graz’zt’s Long Grasp” is Flight (Accessibility, Only one hand, -80%; Magical, -10%; Slow, -25%) [8] + Injury Tolerance (Independent Body Parts; Accessibility, Only one hand, -80%; Cosmic, Voluntary, +50%; Independent, +40%; Magical, -10%) [35].
 
Impotent Possessor
Keywords: Resisted (Will).
Full Cost (Touch): 42 points.
Full Cost (Short-Range): 45 points.
Full Cost (Ranged): 50 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Permanent or until the possessor leaves the body.
 
The caster renders one creature that can possess or inhabit other creatures, or a creature that can move its mind out of its body, powerless within the host it currently inhabits. Potential targets include possessing demons, malevolent ghosts, and a caster currently using a Magic Jar spell. The only action the subject can take is to leave the body it currently inhabit, if the usual conditions for it to be able to do that are met.
Statistics: Affliction 1 (Will; Accessibility, Only on possessors, -50%; 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%; Paralysis, Variant, +150%; Requires Gestures, -10%; Requires Magic Words, -10%; Terminal Condition, Leaving the body, -20%) [42]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Imprison Possessor
Keywords: Resisted (Will).
Full Cost (Touch): 39 points.
Full Cost (Short-Range): 42 points.
Full Cost (Ranged): 47 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Permanent.
 
The caster traps one creature that can possess or inhabit other creatures, or one that can move its mind out of its body, within the creature it currently inhabits. Potential targets include possessing demons, malevolent ghosts, and a caster currently using a Magic Jar spell. The possessing creature cannot leave the body it is currently in, whether or not it is its own, by any means.
Statistics: Affliction 1 (Will; Accessibility, Only on possessors, -50%; 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%; Negated Advantage, Possession, +100%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [39]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Imprison Soul
Keywords: Resisted (Will).
Full Cost (Touch): 17 points.
Full Cost (Short-Range): 20 points.
Full Cost (Ranged): 25 points.
Casting Roll: Skill.
Components: V, S, M, F.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous.
 
By casting Imprison Soul, the caster places the subject’s soul in a receptacle, such as a gem, ring, or some other minuscule object, leaving the subject’s body lifeless, but only if the caster’s margin of victory on the casting contest is 5 or more, of if the subject rolls a critical failure when resisting. The subject collapses, as if he had been wounded to -1xHP or below and passed out. Despite appearing dead, the body retains a spark of life for a limited time during which it can come back to life if the soul is released. Roll vs. HT every 12 hours; on any failure, the body dies completely and will not come back to life even if the soul receptacle is destroyed.
The rituals to prepare the receptacle require three days. Destroying or opening the receptacle ends the spell, releasing the soul. While the soul is trapped in the receptacle, the subject cannot be resurrected.
To cast the spell, the receptacle must not be further away from the caster than the subject, and the caster must know where it is. The caster must also know the name of the target.
If the caster’s margin of victory is 1-4, then the subject is mentally stunned. He may roll against Will to recover on the next turn as normal.
Material Component: A portion of the target’s body (a fingernail, a strand of hair, or some other small part).
Focus: A SM-6 or smaller object to be the receptacle for the subject’s soul.
Statistics: Affliction 1 (Will; Accessibility, Only creatures with a soul, -5%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Focus and Preparations, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Requires Name, -10%; Secondary Coma, Variant, +50%; Takes Extra Time 2, -20%; Trigger, Part of the subject, -20%) [17]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Liquid Pain
Keywords: None.
Full Cost: 1 point.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP + character points, see text.
Casting Time: 1 minute.
Range: Touch.
Duration: Permanent.
 
Over the course of one day, the caster takes a subject who is experiencing severe pain, terrible pain, or agony during the entire casting and captures its pain in liquid form. This physical manifestation of agony can be used as a drug or an optional spell component for pain-inducing spells (see Simple Spell Components in Pyramid #3-113). A creature can produce no more than HT/3, rounded down, doses of liquid pain per day.
For this spell to work, character points must be spent to “stabilize” the drug. Each point spent stabilizes 10 doses of liquid pain.
Statistics: Create Liquid Pain 0.4 (Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Requires Subject in Pain, -20%) [1].
 

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