Friday, 29 May 2026

Wizardry: Shining South Spells I

Wizardry: Shining South Spells I

It's been a while since I've converted any spells, so let's switch gears and do some spells from Shining South.
Arcane Sensitivity is a perk-level spellcaster detection spell.
Circlet of Enervation is basically the same as Enervation points-wise, but is more efficient in terms of FP usage. However, it balances that out by requiring an expensive focus and a rather rarely-used skill.
Coral Growth can be used to expand a piece of coral into a structure.
Daltim's Fiery Tentacles is a fiery variant of Evard's Black Tentacles.
Darsson's Chilling Chamber is similar to Cool, but has different range, duration, casting time, and area of effect shape. I think it is justified to be a separate spell.
Darsson's Fiery Furnace is the inverse of the previous spell.
Dispel Fog destroys natural and supernatural fog in an area.
Easy Trail is a spell appropriate to druids, clerics of nature deities, and wu jen. It allows moving unimpeded through undergrowth.
Mass Entropic Shield is a mass version of Entropic Shield.
Mass Jump is a mass version of Jump.
Fiery Vision is essentially a variant of Scorching Ray that uses a different skill to hit and requires no gestures.
Kyristan's Malevolent Tentacles is yet another variant of Evard's Black Tentacles.

 ARCANE SPELLS


Arcane Sensitivity
Keywords: Information.
Full Cost: 1 point.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
 
With a touch, you instantly determine if a creature can cast arcane spells. On a critical success, you also learn the level of the target’s spellcasting Talent.
Statistics: Detect (Arcane Spellcaster; Costs Fatigue, 1 FP, -5%; Magical, -10%; Melee Attack, Reach C, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Vague, -50%) [1].
  
Circlet of Enervation
Keywords: Buff, Obvious.
Full Cost: 29 points.
Casting Roll: Skill. Thrown Weapon (Disc) to throw.
Components: V, S, F.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 18 seconds (buff) or 3 minutes (enervation).
 
You form a small ring of negative energy in your hand, which harms neither you nor your equipment. You can hurl this circlet with the Thrown Weapon (Disc) skill. This attack has Acc 1, no 1/2D range, Max range of STx2, and Bulk -2. It can be dodged, blocked, but not parried. No sooner do you hurl the circlet than a new one appears in your hand. A living creature struck by the circlet must roll against its HT to resist. If it fails to resist, it suffers temporary ST, DX, and HT loss equal to its margin of failure (maximum -10). Lower all skills based on these attributes by a like amount. ST penalties also reduce BL and damage. HP is not otherwise affected. FP and Basic Speed are not affected.
This spell requires an open hand; if you pick something up or grab something, it stops functioning.
Focus: A jet bracelet ($2,000; 0.25 lb.).
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Circlet of Enervation, +50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Reduced Duration, 1/10, -20%; Requires Focus, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [29]. Note: “Circlet of Enervation” is Affliction 1 (HT; Accessibility, Living creatures only, -10%; Attribute Penalty, ST-10, DX,-10, HT-10, +200%; Blockable, -5%; Cannot exceed margin of victory, -50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Magical, -10%; Malediction 2, +150%; Muscle-Powered Range, +0%; Nuisance Effect, Requires a free hand, -10%; Reduced Range, 1/5, -20%; Weaponized, -50%) [31].
 
Daltim’s Fiery Tentacles
Keywords: Area (Fixed).
Full Cost: 67 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 50 yards.
Duration: 10 seconds.
 
You conjure a field of black rubbery tentacles limed in blue-white fire that try to grab and constrict everyone in a 4-yard-radius 4-yard-high cylindrical area. These tentacles are 10 feet long each, and they are anchored to any surface, be it solid or liquid. Each turn, the tentacles try to grab every creature in the area with an effective skill level of 12. On a hit, the victim is grappled (see p. B370) with ST 14 and rooted in place. He cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX. The Fiery Tentacles actively constrict the victim. Until he breaks free, the Fiery Tentacles attack him each turn with a Constriction Attack (p. B43), at ST 14. Anyone grappled by the tentacles also takes 1 point of burning damage per second.
The effect lasts for 10 seconds, continuing to grab new people who blunder into it. To break free, the victim must win a Quick Contest of ST or Escape skill against the ST 14. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Alternatively, he may try to destroy the tentacles. Innate Attacks hit automatically; other attacks are at -4. External attacks on the Fiery Tentacles take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). The Fiery Tentacles have DR 4. Each point of damage reduces ST by one. At ST 0, the Fiery Tentacles are destroyed and the victim is freed.
Statistics: Binding 14 (Area Effect, 4 yards, +100%; Bombardment, Effective Skill 12, -10%; Constricting, +75%; Costs Fatigue, 2 FP, -10%; Environmental, Any surface, -5%; Link, +10%; Magical, -10%; Nuisance Effect, 10-foot height, -5%; One-Shot, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [63] + Burning Attack 1 point (Area Effect, 4 yards, +100%; Bombardment, Effective Skill 12, -10%; Environmental, Any surface, -5%; Link, +10%; Magical, -10%; Nuisance Effect, 10-foot height, -5%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [4].
 
Darsson’s Chilling Chamber
Keywords: Area (Leveled).
Full Cost: 45 points for level 1 + 12.5 points/additional level.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: 10 yards.
Duration: 8 hours.
 
This spell lowers the ambient temperature of a 4-yard-high cylindrical area. You may exclude specific areas from the area of effect, which allows you to shape the effect, for example, to the shape of a room. The temperature lowers at a rate of 10°F per second until it becomes 100°F lower than the ambient temperature (but no lower than -30°F). This will never do damage directly, but see Cold (p. B430) for effects.
This spell can be enchanted to be permanent for 150 EP per yard of radius.
Statistics: Temperature Control 5 (Cold, -50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 3,000x, +140%; Magical, -10%; Nuisance Effect, Cannot lower below -30F, -5%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Selective Area, +20%; Takes Extra Time 2, -20%) [45]. Additional levels add Area Effect (+50%) [+12.5].
 
Darsson’s Fiery Furnace
Keywords: Area (Leveled).
Full Cost: 45 points for level 1 + 12.5 points/additional level.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: 10 yards.
Duration: 8 hours.
 
This spell raises the ambient temperature of a 4-yard-high cylindrical area. You may exclude specific areas from the area of effect, which allows you to shape the effect, for example, to the shape of a room. The temperature rises at a rate of 10°F per second until it becomes 100°F higher than the ambient temperature (but no higher than 170°F). This will never do damage directly, but see Heat (p. B434) for effects.
This spell can be enchanted to be permanent for 150 EP per yard of radius.
Statistics: Temperature Control 5 (Costs Fatigue, 1 FP, -5%; Extended Duration, 3,000x, +140%; Heat, -50%; Magical, -10%; Nuisance Effect, Cannot raise above 170F, -5%; Persistent, +40%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Selective Area, +20%; Takes Extra Time 2, -20%) [45]. Additional levels add Area Effect (+50%) [+12.5].
 
Dispel Fog
Keywords: Area (Special).
Full Cost: 10 points/level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 second.
Range: 50 yards.
Duration: Instantaneous.
 
You make normal or magical fog within a radius equal to your level in this spell instantly and completely vanish. This spell is effective against fog and mist from any source, including spells such as Obscuring Mist or Cloudkill, but not against bodies of water, precipitation, or smoke. The dispelled area can fill in again if there is sufficient fog in the surrounding vicinity – this takes 10 seconds per yard of radius. Creatures in fog or mist form who are in the area must make a successful HT roll or take 1 point of injury, ignoring DR.
Statistics: Create Fog (Destruction Only, +0%; Magical, -10%; Ranged, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [10/level].
  
Easy Trail
Keywords: Buff.
Full Cost (Self): 10 points.
Full Cost (Touch): 25 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 5 hours.
 
The subject radiates energy that gently pushed plants aside. While under the effect of this spell, the subject avoids the usual movement and combat penalties when moving through undergrowth and leaves no footprints there.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Easy Trail, +50%; Costs Fatigue, 2 FP, -10%; Extended Duration, 100x, +60%; Fixed Duration, +0%; Magical, -10%; Pact, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [10]. Note: “Easy Trail” is Terrain Adaptation (Undergrowth; 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].
  
Fiery Vision
Keywords: Missile, Obvious.
Full Cost: 2.5 points/level.
Casting Roll: Skill. Use Innate Attack (Gaze) to hit.
Components: S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
 
You project a ray of fire from your eyes at a single target. It does burning damage with dice equal to your level of this spell. The GM must determine what the maximum level available in the campaign is. The attack has Acc 3, 1/2D -, Max 10.
Statistics: Burning Attack (Costs Fatigue, 1 FP, -5%; Increased 1/2D, 10x, +15%; Magical, -10%; Reduced Range, 1/10, -30%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [2.5/level].
 
Kyristan’s Malevolent Tentacles
Keywords: Area (Fixed).
Full Cost: 68 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 50 yards.
Duration: 10 seconds.
 
You conjure a field of black rubbery tentacles of negative energy that try to grab and constrict everyone in a 4-yard-radius 4-yard-high cylindrical area. These tentacles are 10 feet long each, and they are anchored to any surface, be it solid or liquid. Each turn, the tentacles try to grab every creature in the area with an effective skill level of 12. On a hit, the victim is grappled (see p. B370) with ST 14 and rooted in place. He cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX. The Malevolent Tentacles actively constrict the victim. Until he breaks free, the Malevolent Tentacles attack him each turn with a Constriction Attack (p. B43), at ST 14. Anyone grappled by the tentacles also must make a HT roll every second or take 1 point of toxic damage, ignoring DR.
The effect lasts for 10 seconds, continuing to grab new people who blunder into it. To break free, the victim must win a Quick Contest of ST or Escape skill against the ST 14. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Alternatively, he may try to destroy the tentacles. Innate Attacks hit automatically; other attacks are at -4. External attacks on the Malevolent Tentacles take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). The Malevolent Tentacles have DR 4. Each point of damage reduces ST by one. At ST 0, the Malevolent Tentacles are destroyed and the victim is freed.
Statistics: Binding 14 (Area Effect, 4 yards, +100%; Bombardment, Effective Skill 12, -10%; Constricting, +75%; Costs Fatigue, 2 FP, -10%; Environmental, Any surface, -5%; Link, +10%; Magical, -10%; Nuisance Effect, 10-foot height, -5%; One-Shot, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [63] + Toxic Attack 1 point (Area Effect, 4 yards, +100%; Bombardment, Effective Skill 12, -10%; Cosmic, Irresistible Attack, +300%; Environmental, Any surface, -5%; Link, +10%; Magical, -10%; Nuisance Effect, 10-foot height, -5%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Resistible, HT, -30%; Takes Extra Time 1, -10%) [5].
 
Mass Jump
Keywords: Area (Leveled), Buff.
Full Cost (Short-Range): 30 points for level 1 + 5 points/additional level.
Full Cost (Ranged): 35 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 3 FP.
Casting Time: 4 seconds.
Range: Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
This spell increases each subject’s ability to jump. The subject’s jump distance and height are doubled (p. B352). Each subject’s Move while jumping is the greater of his normal ground Move and 1/5 his maximum long jump distance (thus, his maximum jump never takes more than five seconds). When jumping at a foe for the purpose of slamming him, use maximum jumping Move and don’t make a separate roll to jump accurately.
Finally, if any subject falls a distance less than or equal to his maximum high jump, he takes no damage. He can increase this distance by five yards with a successful Acrobatics roll.
The spell’s area is a 4-yard-high cylinder.
Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Mass Jump, +90%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 3 FP, -15%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%; Variable, Area, +5%) [30]. Note: “Mass Jump” is Super Jump 1 (Magical, -10%) [9]. Additional levels add Area Effect (+50%) [+5/level]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 

DIVINE SPELLS
 
Coral Growth
Keywords: None.
Full Cost: 1 point/level.
Casting Roll: Skill.
Components: V, S, M.
Cost: 4 FP.
Casting Time: 4 seconds.
Range: 10 yards.
Duration: Instantaneous.
 
You cause living, submerged coral to grow at an accelerated pace in a shape you control. Since you control the form, you can cause the coral to grow into a wall, a large ball, and so forth. You are limited in the weight of the new coral, but this is not dependent upon the amount of existing material—a tiny piece can be used as a starter seed for the new growth, so long as that piece is alive. The resulting coral structure can weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on. The density is 160 lb/ft3 for solid coral, or 80 lb/ft3 for branching coral. On average, a hex of solid coral weighs 104 pounds per inch of thickness, and a hex of branching coral weighs 52 pounds per inch or thickness. Solid coral provides DR 10 per inch of thickness, and branching coral provides DR 5 per inch of thickness. Repeated damage to a small area lowers DR, as explained under Structural Damage Table (p. B559).
Created coral is unstable. It vanishes in 10 seconds unless you “stabilize” it. You can stabilize created matter by spending unspent character points, with each point stabilizing created matter worth $200. You can spend a fraction of a character point to stabilize a lesser amount, but the remaining fraction cannot be used for anything else, until it becomes a whole number again. Alternatively, if you have the Enchant spell, you can use the enchantment process to create stabilized matter, with each EP corresponding to an amount of stabilized matter worth $40 or less. Coral costs $3.75 per pound.
Material Component: A small piece of coral.
Statistics: Create Coral 1 (Accessibility, Underwater Only, -30%; Magical, -10%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%; Trigger, Small Piece of Coral, -20%; Vital Creation Only, +0%) [1/level].
 
Mass Entropic Shield
Keywords: Area (Leveled), Buff.
Full Cost (Short-Range): 39 points for level 1 + 5 points/additional level.
Full Cost (Ranged): 44 points for level 1 + 5 points/additional level.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
A magical field appears around each of the affected subject, glowing with a chaotic blast of multicolored hues. This field deflects incoming arrows, rays, and other ranged attacks. In effect, subjects gain a +1 bonus to Dodge against ranged attacks.
The caster may omit any creatures from the effect. The spell’s area is a 4-yard-high cylinder.
Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Mass Entropic Shield, +140%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Fixed Duration, +0%; Malediction 1, +100%; No Signature, +20%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Selective Area, +20%) [39]. Note: “Mass Entropic Shield” is Enhanced Dodge 1 (Divine, +0%; Visible, -10%) [14]. Additional levels add Area Effect (+50%) [+5/level]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
  


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