Wizardry: Complete Scoundrel Spells II
Evacuation Rune
Keywords: None.
Full Cost: 60 points.
Casting Roll: Skill.
Components: None.
Cost: 1 FP to create the mark, 2 FP or more to teleport, see text.
Casting Time: 10 seconds to create the mark, special casting time to teleport, see text.
Range: Touch to create the mark, Unlimited (special) to teleport.
Duration: 24 hours; see text.
You create a magical mark that you can teleport to at a moment’s notice. Upon casting this spell and touching a surface or inanimate object, you create an invisible rune like that created by the spell Arcane Mark. The mark’s creation process requires 10 seconds, a successful casting roll, and expenditure of 1 FP. The mark created by this spell can be detected in the same ways that an invisible Arcane Mark can be. You are not alerted if the mark is dispelled or the object upon which it is inscribed is destroyed. Any attempt to teleport back to a dispelled or destroyed mark fails.
If you created the Evacuation Rune upon a portable object, that object can be moved by another creature. You have no knowledge of whether your mark has been moved or where, and upon teleporting to its location, you are subject to any adverse conditions. If the mark has been moved to another plane, any attempt to teleport to it fails.
At any point during the spell’s duration, you can teleport back to the mark. This ends the spell’s duration regardless of whether you succeed or not. Teleporting costs 2 FP (or more, see below), and requires a successful casting roll. If you are carrying equipment heavier than your Basic Lift, then you make your casting roll at a penalty equal to twice your Encumbrance level. On a failed roll, you leave excess cargo behind; on a critical failure, you lose 1 point of IQ for each Encumbrance level you attempted as you “burned out” that part of your brain temporarily. This temporarily lost IQ recovers after you sleep.
Teleportation distance also penalizes your casting roll. Distance penalties appear on the table below. If actual distance falls between two values, use the higher. Since the distance between you and the mark may be unknown to you, the exact penalty also may be unknown.
Distance |
Skill Penalty |
10
yards |
0 |
20
yards |
-1 |
100
yards |
-2 |
500
yards |
-3 |
2
miles |
-4 |
10
miles |
-5 |
The amount of time taken to concentrate to teleport back to the mark affects the skill roll, as follows:
Preparation Time |
Skill Modifier |
None |
-5 |
1
second |
0 |
2
seconds |
+1 |
4
seconds |
+2 |
8
seconds |
+3 |
15
seconds |
+4 |
30
seconds |
+5 |
1
minute |
+6 |
2
minutes |
+7 |
4
minutes |
+8 |
8
minutes |
+9 |
15
minutes |
+10 |
Apply a bonus of +1 per additional FP spent. You must declare this before you roll, and you lose the FP whether you succeed or fail.
If the object inscribed with the Evacuation Rune is moved somewhere too small for you to appear or is otherwise covered by a solid body, you take 1d injury and are shunted to a random open space on a suitable surface within 30 yards of the intended location. If there is no free space within 30 yards, you take an additional 2d injury and are shunted to a free space within 300 yards. If there is no free space within 300 yards feet, you take an additional 4d injury, and the teleport attempt simply fails.
After you teleport, you are disoriented – you may take no action other than defense for one turn, unless you make a Body Sense roll. On a failure, you go nowhere and strain your teleporting ability: you are at -5 to cast this spell again in the next 10 minutes. On a critical failure, your spell temporarily “burns out” and will not function again for 1d hours.
Statistics: Warp (Anchored, Portable Rune, -60%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Nuisance Effect, The rune lasts for one day or one casting, -20%; Reliable 7, +35%; Uncertain Encumbrance, +25%) [60].
Fatal Flame
Keywords: Resisted (Will).
Full Cost (Touch): 19 points.
Full Cost (Short-Range): 22 points.
Full Cost (Ranged): 27 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 3 minutes.
You place a tiny quantity of pure elemental fire within a SM-2 or larger living creature, which interacts with the energy released by its death to create a small explosion. When the target dies, its body explodes, dropping to -10xHP and dealings 4d burning 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.
Statistics: Affliction 1 (Will; Accessibility, Only on SM-2 or larger living creatures, -15%; Advantage, Fatal Flame, +10%; 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 Gestures, -10%; Requires Magic Words, -10%) [19]. Notes: “Fatal Flame” is Burning Attack 4d (Backlash, Instant Death, -300%; Emanation, -20%; Explosion 1, +50%; Magical, -10%; Single Use, x1/5) [1]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
Mimicry
Keywords: Buff.
Full Cost: 14 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Self.
Duration: 3 minutes.
You can duplicate a specific individual’s voice if you spent at least 10 seconds listening to it; a listener familiar with the voice being imitated must succeed in a Quick Contest of Hearing vs. your skill to discern that the voice is not genuine.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Mimicry, +140%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [14]. Note: “Mimicry” is Mimicry (Cosmic, No die roll required for simple sounds, +50%; Magical, -10%) [14].
Keywords: Information.
Casting Roll: Skill.
Components: V, S, F.
Cost: 2 FP to cast, 1 FP to maintain.
Casting Time: 1 hour.
Range: See text.
Duration: Indefinite.
Your casting roll is modified as follows:
Knowledge |
Modifier |
None (you
must have some sort of connection to a location you have no knowledge of) |
-10 |
Secondhand
(you have heard of the location) |
-5 |
Firsthand
(you have been to the location) |
-2 |
Familiar (you
have been to the location often) |
+0 |
Connection |
Modifier |
Likeness or
picture |
-4 |
An object
that has been in the location for a week or more within the past year |
-2 |
A plant,
mineral, or other object taken from the area within the past year |
+0 |
Level |
Maximum Range |
Full Cost |
1 |
11 miles |
35 points |
2 |
568 miles |
60 points |
3 |
28,400 miles
(global on planets up to twice larger than Earth) |
85 points |
If the casting fails, you can’t attempt to scry on any place within 1 mile of that location until 24 hours have passed.
Focus: A mirror of finely wrought and highly polished silver costing not less than $600. The mirror must be at least 2 feet by 4 feet.
Siphon
Keywords: Obvious.
Full Cost: 8 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: Touch.
Duration: Instantaneous.
Statistics: Leech 4 (Accessibility, Only magic items with charges that cannot be replenished, -25%; Accelerated Healing, +25%; Costs Fatigue, 1 FP, -5%; Heals FP and ER (Magic), +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Steal ER, -25%; Takes Extra Time 2, -20%) [8].
Keywords: Resisted (Skill).
Full Cost (Touch): 30 points.
Full Cost (Short-Range): 45 points.
Full Cost (Ranged): 50 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous.
If you are not a legal target of the spell to be stolen, your casting automatically fails. In addition, spell effects that are immune to Dispel Magic cannot be stolen.
If you roll a critical failure when casting this spell, you become unable to cast it again for 1d hours.
Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Interruption, -50%; Magical, -10%; One Power, Spells, -50%; Power Theft, Weak, +100%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [30]. The Short-Range version adds Short-Range 1, -10% and Ranged, +40% [+15]. The Ranged version removes Short-Ranged, -10% [+5].
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