Wizardry: Complete Scoundrel Spells I
It really seems that the dice want me to complete the "Complete" series of books. Complete Scoundrel is next in the queue (with only Complete Champion left), and this one has a relatively short spell chapter, but an interesting one.
Animate Instrument makes an instrument play by itself.
Aquatic Escape is a spell that quickly transforms you into a small fish for a short time.
Assassin's Darkness is a spell that creates an area of darkness that you can see in normally.
Blockade creates a short-lived block of wood. Originally, this was a 5-by-5-by-5 feet cube, but I had to include an alternative hexagonal version to make it work better on combat maps in GURPS.
Catapult is a spell that I find interesting - it lets you throw an object/weapon using Innate Attack (Projectile) instead of the usual skill, and possibly with higher ST than you have.
Create Fetch is an interesting spell that is somewhat similar to Create Servant from GURPS Magic. And yes, the HP casting cost is intentional.
Enlarge Weapon increases a weapon's SM by one. Prepare to unzip those scaling rules.
WIZARDLY SPELLS
Animate Instrument
Keywords: None.
Full Cost: 8 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 10 minutes.
You imbue a musical instrument with the ability to play a tune on your behalf even while you are busy with other actions. Once set, the tune does not change, but you may cancel this spell with a Concentrate maneuver. Where matters, this spell acts as a pair of SM+0 hands and a mouth with ST 2.
Statistics: Telekinesis 2 (Cancellation, +10%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Independent, +40%; Magical, -10%; Melee Attack, Reach C, -30%; One Task, Playing Instruments, -40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [8].
Assassin’s Darkness
Keywords: Area (Fixed).
Full Cost: 45 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 20 yards.
Duration: 10 seconds.
You create a 4-yard-radius spherical cloud of darkness that makes vision, including Infravision and Ultravision, impossible for anyone except for you, and only if you are inside the sphere. If you are outside the sphere, you cannot look inside (unless you have Dark Vision).
Statistics: Obscure 10 (Vision; Area Effect, 4 yards, Spherical, +65%; Costs Fatigue, 2 FP, -10%; Defensive, Only when inside, +40%; Extended, Infravision and Ultravision, +40%; Magical, -10%; Ranged, +50%; Reduced Range, 1/5, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [45].
Blockade
Keywords: Obvious.
Full Cost: 24 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 10 seconds.
You create a block of solid wood. This can be either a cube one yard on a side or a hexagonal prism that takes up a hex on a combat map and has a height of 5 feet. The block must be created upon solid ground in an empty hex. If no solid surface exists that is large enough for the block to fit on, or if no adjacent hex is empty, the spell fails.
The cube weighs 432 pounds, while the prism weighs 624 pounds. The wood has DR 3 and is combustible. The cube has 61 HP, while the prism has 69 HP. Multiple blocks can be stacked. If it is pushed into water, the block floats.
Statistics: Create Wood 8 (Accessibility, Limited shapes, -20%; Environmental, Ground, -20%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [24].
Catapult
Keywords: Obvious.
Casting Roll: Skill. Use Innate Attack (Projectile) to hit.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
You propel a single object out of your hand at fantastic speed. This object can be a weapon designed for throwing, a weapon not meant to be thrown, or another inanimate object. Instead of the skill normally used to throw this object or weapon, use Innate Attack (Projectile).
On level 1, Catapult has effective ST 10 for the purpose of calculating damage and range. On level 2, it becomes ST 15. On level 3, it becomes ST 20.
Statistics: Telekinesis 10 (Accessibility, Only inanimate objects, -10%; Based on Innate Attack, +20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Melee Attack, Reach C, -30%; One Task, Throwing, -40%; Requires Gestures, -10%; Requires Magic Words, -10%) [10]. Each additional level adds five more levels of Telekinesis [+5/level].
Create Fetch
Keywords: None.
Full Cost: 5 points.
Casting Roll: Skill.
Components: V, S, M.
Cost: 1 HP.
Casting Time: 4 seconds.
Range: Touch.
Duration: Hours equal to margin of success on the casting roll.
You create a fetch, a perfect replica of your form at the time you cast this spell. Little more than an animated reproduction, a fetch is mindless but capable of performing simple tasks or imitating you. The creation is the same size as you and occupies space just as a living creature does. You have a mental connection with your fetch and can give it new orders with a Concentrate maneuver.
The fetch duplicates your form in every way but texture. You must make a Disguise roll when you cast the spell to determine how good the likeness is; this result is opposed by observers’ Perception as normal. Anyone touching the fetch finds it rubbery and soft, and in so doing immediately realizes its magical nature. The fetch’s body includes useless versions of all the equipment you possess: A weapon wielded by the fetch is too flimsy to deal damage, and tools it carries are fragile and imprecise. Items created with a fetch are part of its form and dissipate if separated from it.
At your order, the fetch can retrieve things for you, open unstuck doors, hold chairs, and the like, as well as perform menial tasks such as cleaning and mending. The fetch has no skills and can only use skills that default to DX. It can perform only one activity at a time, but it repeats the same activity tirelessly if ordered to do so as long as you remain within 20 yards. You can have the fetch imitate you, such as by sitting at a desk and pretending to write, lying in bed and breathing deeply, or skulking with a weapon drawn. It can even imitate tasks it can’t actually perform, though it automatically fails any attempt at such performance—for instance, even though a fetch can pretend to decipher an ancient text, it can’t actually do it.
The fetch has ST equal to halved ST for a regular specimen with your racial template, rounded up (thus, if you are a human, the fetch has ST 5). Its DX is the lower of 10 or that of your racial template. Even if you possess innate DR or are wearing armor when you cast this spell, the fetch does not have any DR. However, you may make it wear real armor to give it DR. It has HT 6, IQ 0, Will 0, Per 6; if reduced to 0 HP, it is destroyed. It has Immunity to Metabolic Hazards, Injury Tolerance (Homogenous; No Blood), doesn’t need to breathe, sleep, or eat, and has the same temperature comfort zone as you. The fetch only has normal vision, regardless of what your racial template has. It can’t be healed. You can command it to make noise, but it can’t communicate in any way, nor can it understand instructions other than the simple orders you give it telepathically.
The fetch cannot attack in any way; it is never allowed an attack roll. It never makes any active defenses.
The fetch weighs roughly the same as you do, so it can trigger any traps you would if you were to pass through the same space, setting off tripwires, pressure plates, some magical forms of detection, and similar devices. Its ground Move is normal for a creature of your kind (use your racial template’s attribute and Basic Move adjustments). Even if you normally have other modes of movement available (such as a flying or swimming), the fetch can’t use those.
If you attempt to send it beyond 20 yards from you, it ceases to exist, as if destroyed.
The fetch is vulnerable to being dispelled. If it is destroyed, you must wait 24 hours before using this spell again; if dismissed, you must wait five minutes.
Material Component: One of your own hairs.
Enlarge Weapon
Keywords: Weapon Buff.
Full Cost: 23 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 18 seconds.
Once cast upon a weapon, this spell causes it to increase in size enough to be appropriate for a wielder one SM larger than it was originally intended. See Scaling Weapons and Armor on pp.20-21 of GURPS Low-Tech Companion 2 for rules on weapon scaling.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Enlarge Weapon, +90%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%, Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/10, -20%; Requires Gestures, -10%; Requires Magic Words, -10%) [23]. Note: “Enlarge Weapon” is Growth 1 (Magical, -10%) [9].
DIVINE SPELLS
Aquatic Escape
Keywords: None.
Full Cost: 15 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP to cast, 1 FP per 10 seconds to maintain.
Casting Time: 2 seconds.
Range: Self.
Duration: Indefinite.
The caster transforms into a small fish, but retains his intelligence. His racial template is replaced with the fish racial template (see notes below), and equipment up to his Basic Lift is absorbed into the new form.
Statistics: Alternate Form (Small Fish*; Can Carry Objects, No Encumbrance, +10%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Reduced Duration, 1/6, -15%; Reduced Time 3, +60%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [15].
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