Friday, 29 August 2025

Wizardry: Book of Vile Darkness Spells VIII

Wizardry: Book of Vile Darkness Spells VIII

At last, I'm done with this book!

Stupor is an incapacitating spell with a long duration. However, it also has a long casting time. As per original source, it is intended to be used on already helpless creatures.
Suspend Disease temporarily removes harmful effects of diseases already affecting the subject.
Tongue of Baalzebul is a devil-flavored charisma spell.
Tongue Serpents is a weird summoning spell.
Touch of Juiblex is a slime-flavored almost-instant kill spell.
Unliving Weapon turns an undead creature into a bomb. Note that this isn't a buff spell, so you may cast it on hostile undead!
Utterdark is a very large AoE darkness spell with a very long duration, but also high casting time and cost. Oh, and fiends can see pretty much fine there.
Vile Lance is the first example of a spell that deals vile damage.
Wall of Chains creates a semi-permeable barrier of chains.
Wall of Deadly Chains is the same as above, but with loose chains attacking everyone near the wall.
Wall of Ooze creates a semi-permeable wall of corrosive, paralytic slime.
Wave of Grief is simply a despair-flavored Fear.
Wave of Pain is a cone debuff spell with a short duration.
 
Stupor
Keywords: Resisted (Will).
Full Cost: 39 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: 5 hours.
 
The caster places one sapient creature in a clouded, confused state that does not allow the subject to think clearly or take actions. The effect is similar to being drugged. The subject can be moved and even forced to walk on her own if dragged along, but she is unaware of what is going on around her.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient creatures, -10%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, Variant, +150%; Requires Gestures, -10%; Requires Magic Words, -10%) [39].
 
Suspend Disease
Keywords: Buff.
Full Cost (Self): 13 points.
Full Cost (Touch): 28 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 10 minutes.
Range: Self - Touch.
Duration: 1 day.
 
This spell keeps diseases already infecting the subject from harming him for that day. The disease is in no way cured, and the subject cannot make any resistance rolls to throw off the disease.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Suspend Disease, +50%; 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%) [13]. Note: “Suspend Disease” is Immunity to Disease (Accessibility, Only diseases already affecting the subject, -40%; Magical, -10%) [5]. 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].

Unliving Weapon
Keywords: Resisted (Will).
Full Cost: 45 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Permanent or until triggered.
 
This spell causes a corporeal undead creature to explode in a burst of powerful energy when struck for at least 1 point of damage (regardless of DR), or at a set time no longer than one day, whichever comes first. The explosion deals 4d crushing explosive damage. Those in the same hex as the exploding creature take full damage, the exploding creature itself takes maximum damage, and anything nearby receives “collateral damage” equal to basic damage divided by (3 x the distance in yards from the blast). This ends the spell.
A caster can have no more than 1 + Talent instances of Unliving Weapon active at the same time.
Statistics: Affliction 1 (Will; Accessibility, Only on corporeal undead, -60%; Advantage, Unliving Weapon, +270%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Triggered Delay, +50%) [45]. Notes: “Unliving Weapon” is Crushing Attack 4d (Emanation, -20%; Explosion 1, +50%; Magical, -10%; Target takes maximum damage, +15%) [27].
  
Utterdark
Keywords: Area (Fixed).
Full Cost: 25 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP + 1 character point.
Casting Time: 1 hour.
Range: Self.
Duration: 8 hours.
 
You create an area of cold, cloying magical darkness. The area has a shape of a 4-yard-tall cylinder with a half-mile radius. The darkness makes vision, including Infravision and Ultravision, impossible. Furthermore, fiends can see in this darkness, but at -5 to Vision and all Vision-based tasks, unless they have Dark Vision or Night Vision that would reduce these penalties.
Statistics: Obscure 10 (Vision; Accessibility, Partially affects fiends, -10%; Area Effect, 880 yards, +425%; Character point-powered, x1/5; Costs Fatigue, 1 FP, -5%; Extended Duration, 3,000x, +140%; Extended, Infravision and Ultravision, +40%; Immediate Preparation Required, 1 hour, -75%; Magical, -10%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [25].
 
Vile Lance
Keywords: Buff.
Full Cost: 29 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 18 seconds.
 
This spell creates a whip of magical force that you wield with the Spear skill. Vile lance deals thrust+1 impaling damage at Reach 1; alternatively, it can deal thrust cutting damage as a Tip Slash (p. MA113). Injury dealt to living creatures with a vile lance is vile – it does not heal naturally and can only be healed with divine healing magic cast in an area of high or very high sanctity. Bleeding can be stopped normally.
For the purpose of parrying, the vile lance has a weight of 2 pounds. You can release your lance, and your opponents can disarm you – the vile lance has DR 4, HP 10. If it leaves your hand for whatever reason, it disappears, but the spell can be recast as normal.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Vile Lance, +300%; 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%) [29]. Note: “Vile Lance” is Natural Weapon (Impaling; Cosmic, Lingering Damage, +100%; Cosmic, Spell can be recast if the lance is gone, +50%; Extra Damage Type, Cutting, +20%; Heavy 10, +100%; Increased Damage 1, Only impaling, +25%; Magical, -10%; Reach 1, +0%; Single, -20%) [30].
 
Wall of Chains
Keywords: Area (Leveled), Obvious.
Full Cost: 25 points for level 1 + 5 points/additional level.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: Five minutes.
 
The caster causes a flat, vertical wall of woven, spiked chains to spring into being. This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so.
Each hex of the wall has HP 12 and DR 6 and crumbles once those are depleted (or the duration runs out). The wall is considered a solid obstacle, but an opponent may try to push himself through the wall by winning a Quick Contest of ST vs. 18. This moves him through one yard of the wall, counts as four movement points spent, and deals 1d-2 cutting damage from the barbs and spikes as large-area injury. The barrier reforms behind him.
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 wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though the caster can shape its edges to fit the available space.
Statistics: Crushing Attack 2d (Area Effect, 2 yards, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 30x, +60%; Magical, -10%; Increased HP, +30%; Nuisance Effect, Can push through, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Variable, Area, +5%; Wall, +30%) [25]. Additional levels increase Area Effect (+50%) [+5].
 
Wall of Deadly Chains
Keywords: Area (Leveled), Obvious.
Full Cost: 48 points for level 1 + 8.5 points/additional level.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: Five minutes.
 
The caster causes a flat, vertical wall of woven, spiked chains to spring into being. This wall can be used to seal off a passage or close a breach, for the wall inserts itself into any surrounding nonliving material if its area is sufficient to do so.
Each hex of the wall has HP 12 and DR 6 and crumbles once those are depleted (or the duration runs out). The wall is considered a solid obstacle, but an opponent may try to push himself through the wall by winning a Quick Contest of ST vs. 18. This moves him through one yard of the wall, counts as four movement points spent, and deals 1d-2 cutting damage from the barbs and spikes as large-area injury. The barrier reforms behind him.
Loose spiked chains hang from the wall, flailing at everyone within two yards of the wall. Each second, they attack at effective skill 14, modified only for the target’s size. Such attacks can be defended against normally, but are treated as flails – attempts to parry are at -4, blocks are at -2, and fencing weapons cannot parry at all. A successful hit deals 1d+1 crushing damage to a random hit location.
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 wall cannot be conjured so that it occupies the same space as a creature or another object. It must always be a flat plane, though the caster can shape its edges to fit the available space.
Statistics: Crushing Attack 2d (Area Effect, 2 yards, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; Increased HP, +30%; Nuisance Effect, Can push through, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Variable, Area, +5%; Wall, +30%) [26] + Crushing Attack 1d+1 (Area Effect, 4 yards, +100%; Blockable, -5%; Bombardment, Skill-14, -5%; Can be parried, -5%; Extended Duration, 30x, +60%; Flexible, +30%; Link, +10%; Magical, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Variable, Area, +5%; Wall, +30%) [22]. Additional levels increase Area Effect (+50%) to both advantages [+8.5].
  
Wave of Grief
Keywords: Cone.
Full Cost: 36 points for level 1 + 12 points/additional 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.
 
An invisible cone of sorrow causes each sapient creature hit to roll a Fright Check (p. B360). Use the Despair variant table from page 29 of Pyramid #3-92. Each victim gets +1 per Fright Check after the first within 24 hours. Regardless of the result, he becomes immune to this caster’s Wave of Grief for one hour. Each additional level of this spell imposes -1 to the Fright Check. For example, with Wave of Grief 4, the subjects must make Fright Checks at -3.
This is a 5-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).
Statistics: Terror (Despair; Accessibility, Sapient creatures only, -10%; Active, +0%; Cone 5, +100%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Presence, +25%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Weaponized, -50%) [36]. Additional levels add -1 to the Fright Check [+12].
 
Wave of Pain
Keywords: Cone, Obvious.
Full Cost: 25 points.
Casting Roll: Skill. Use Innate Attack (Beam) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: 5 seconds.
 
You create a cone of dark purple energy that spreads to affect everyone in a cone-shaped area. Cones use special rules; see Area and Spreading Attacks (p. B413). The caster targets a hex right in front of him, at +4, and the cone extends out from there. The cone has a maximum width of 5 yards at the spell’s maximum range. This spell has no 1/2D range. Each creature struck by the cone must make a roll against HT or suffer from severe pain (p. B428) for five seconds.
It is possible to make the cone wider by using the All-Out Attack (Cone) maneuver (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10).
Statistics: Affliction 1 (HT; Cone 5, +100%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Magical, -10%; Malediction 2, +150%; Reduced Duration, 1/30, -30%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Severe Pain, +40%; Weaponized, -50%) [25].
 
CLERICAL SPELLS
 
Tongue of Baalzebul
Keywords: Buff.
Full Cost: 15 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Self.
Duration: 5 hours.
 
The caster gains the ability to lie, seduce, and beguile with a devil’s skill. This gives the caster +2 to Diplomacy, Fast-Talk, Mimicry, Performance, Politics, Public Speaking, Sex Appeal, and Singing. He also gets +2 on any reaction roll made by someone who can hear his voice.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Tongue of Baalzebul, +100%; 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%) [15]. Note: “Tongue of Baalzebul” is Voice (Divine, +0%) [10]. 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].
 
Tongue Serpents
Keywords: None.
Full Cost: 14 points.
Casting Roll: Skill. Use Innate Attack (Breath) to spit serpents.
Components: V, S, DF.
Cost: 1 FP to cast, 1 FP to maintain.
Casting Time: 1 second.
Range: 10 yards.
Duration: Indefinite.
 
The caster’s tongue becomes a little but powerful serpent that he may spit up to 10 yards away with Innate Attack (Breath), usually targeting a hex for a +4 bonus. This serpent then fights on the behalf of the caster as a tiny viper (see GURPS Monstrous Compendium I). The caster can create up to ten such serpents; while spitting each one is a separate casting, the maintenance cost is the same regardless of how many serpents are currently active. When the caster stops maintaining the spell, the serpents become bloody bits of organic matter.
Statistics: Ally (Tiny viper; Built on 10%; Constantly; Group of 10; Conjured, +100%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Nuisance Effect, One at a time, -15%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [14].
  
Touch of Juiblex
Keywords: Resisted (HT).
Full Cost: 22 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
 
By touching a living creature, you attempt to transform it into a puddle of green slime. If you win your casting contest by 5 or more, or if the victim rolls a critical failure, the transformation incapacitates the subject for 10 seconds. If during these 10 seconds the subject receives a successful casting of Break Enchantment, Remove Curse, Polymorph, or other shapechanging effect, the transformation stops and the subject is physically stunned. If your margin of victory is 1-4, then the subject is physically stunned as the attempted transformation shocks his body. He may roll against HT to recover normally on the next turn.
Statistics: Affliction 1 (HT; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Divine, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Secondary Heart Attack, Variant, +60%) [22].
  
Wall of Ooze
Keywords: Area (Leveled), Obvious.
Full Cost: 67 points for level 1 + 12 points/additional level.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: Five minutes.
 
This spell conjures a flat, vertical wall of festering, stinking organic ooze. It can be cast repeatedly, allowing the caster to put up multiple walls as needed. Each wall provides Cover DR 6 to those on the other side. The wall itself doesn’t take damage, but can be affected by spells that control liquids. Moving through a wall of ooze requires the creature attempting to cross it to spend 2 extra movement points and roll its thrust damage. If it exceeds the Cover DR of the wall, the creature may move through it; otherwise it fails to do so. Those colliding with the wall take halved damage as if colliding with a soft object. If the damage they take exceeds Cover DR, they emerge on the other side.
In addition, anything in physical contact with the wall, except for the surrounding material that the wall initially is conjured to touch, takes 1d-2 corrosion damage per second. Living creatures who contact the wall with their bare skin must make a HT roll or become paralyzed for margin of failure seconds.
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. The wall cannot be conjured so that it occupies the same space as a creature or another object.
Statistics: Affliction 1 (HT; Area Effect, 2 yards, +50%; Contact Agent, -30%; Divine, -10%; Extended Duration on Persistent, 30x, +60%; Link, +10%; Paralysis, +150%; Persistent, +40%; Reduced Duration, 1/60, -35%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Semi-Permeable, -20%; Variable, Area, +5%; Wall, Shapeable, +60%) [33] + Corrosion Attack 1d-2 (Area Effect, 2 yards, +50%; Divine, -10%; Extended Duration, 30x, +60%; Link, +10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Semi-Permeable, -20%; Variable, Area, +5%; Wall, Shapeable, +60%) [10] + Crushing Attack 2d (Area Effect, 2 yards, +50%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Extended Duration, 30x, +60%; Link, +10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Semi-Permeable, -20%; Variable, Area, +5%; Wall, Shapeable, +60%) [24]. Additional levels increase Area Effect (+50%) to all advantages [+12]. Note: Contact Agent is a limitation in this case, because you cannot conjure a wall to cover another creature.
 


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