Sunday, 31 May 2026

Wizardry: Shining South Spells II

Wizardry: Shining South Spells II

Land Womb is an interesting spell that lets you hide from detection spells underground for some time.
Lightning Fog is a powerful combination of Fog Cloud and Lightning Storm.
Mycontil's Last Resort explodes your body. It has a very expensive material component to avoid having armies of fanatical weak mages exploding themselves.
Rock Catch is a situational spell that lets you catch thrown rocks. Useful when fighting giants.
Sea Legs is a very situational spell that nonetheless could be very useful on a rocking boat.
Sparkles is a variant of Glitterdust that cannot blind, but has a longer outlining effect. This is mostly a spell for festivals with a side effect of revealing invisible creatures.
Stone Trap turns a block of stone invisible and suspends it in the air until somebody walks under it.
Stonefire is an expensive spell that burns through rock and creates hot smoke.
Suspend is a spell that suspends an object in midair for a couple of days. The enchantment rate was derived from Impulse Buys, assuming ST 10.
Wall of Pain is, well, a wall of pain.


Land Womb
Keywords: None.
Full Cost: 18 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP to cast, 1 FP per 10 minutes to maintain.
Casting Time: 4 seconds.
Range: Self.
Duration: Indefinite.
 
You descend into a protective bubble in the earth 3 yards below where you are standing. It appears as though the ground opened up and swallowed you. A land womb only opens through tillable soil, not rock.
While inside the land womb, you can breathe and speak normally, but the space is too tight to move about in or cast spells with somatic components, effectively paralyzing you. In addition, you become invisible to vision and information spells (reduce the diviner’s margin of success by 10) while inside the land womb.
Once you stop maintaining this spell, everything inside the land womb returns to the spot where it stood before the spell took effect.
Optionally, you may overload this spell to transport other willing beings in physical contact with you into the land womb. Your casting roll will be at -5 per additional target, and your casting will cost an additional 2 FP, and maintenance cost increases by 1 FP. A critical failure strains your spellcasting ability; the spell automatically fails, you lose 1d FP, and all your magical powers shut down for 1d seconds.
Statistics: Doesn’t Breathe (Accessibility, Only when submerged in soil via this spell, -80%; Magical, -10%) [4] + Obscure 10 (Information Spells; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Link, +10%; Magical, -10%; No Area Effect, -50%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Stealthy, +100%; Takes Extra Time 2, -20%; Temporary Disadvantage, Quadriplegic, -80%) [10] + Permeation (Soil; Can Carry Objects, Light, +20%; Extended Duration, 10x, +40%; Finite Thickness, 3 yards, -10%; Link, +10%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%; Temporary Disadvantage, Quadriplegic, -80%) [4].
  
Lightning Fog
Keywords: Area (Leveled).
Full Cost: 30 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 3 FP.
Casting Time: 2 seconds.
Range: 50 yards.
Duration: 10 seconds.
 
You conjure a smoky cloud that fills a 4-yard-high 4-yard-radius cylindrical area with small electrical discharges. The fog obscures normal sight, imposing a -7 penalty to Vision rolls and Vision-based tasks. The area of effect drifts with the wind, but any wind more forceful than a light breeze disperses it.
Every creature in the area takes 1d-2 burning surge damage per second. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
Fire attacks become weaker in fog. Flaming weapons and missiles lose their extra power in fog. Scorching Rays and similar fire missile effects lose 1 point of damage per yard of fog they must traverse. Fire explosions treat each yard of fog as two yards of distance from the blast for the purpose of damage. However, no amount of fog will extinguish a fire.
Statistics: Burning Attack 1d-2 (Area Effect, 4 yards, +100%; Drifting, +20%; Link, +10%; Magical, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Side Effect, Stunning, +50%; Surge, Arcing, +100%; Takes Extra Time 1, -10%) [8] + Obscure 7 (Vision; Area Effect, 4 yards, +50%; Costs Fatigue, 3 FP, -15%; Drifting, +20%; Link, +10%; Magical, -10%; Ranged, +50%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [22].
  
Mycontil’s Last Resort
Keywords: Obvious.
Full Cost: 5 points.
Casting Roll: Skill.
Components: V, S, M.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.
 
You unleash a destructive blast of magical force that destroys your body. Your body explodes, dealing 5dx5 cr ex damage, doubled for the purpose of knockback. This attack can affect insubstantial beings as well as material ones.
Material Component: The finger bone of an archmage that has been packed in diamond dust worth $80,000 for 1 week.
Statistics: Crushing Attack 25d (Affects Insubstantial, +20%; Backlash, Instant Death, -300%; Costs Fatigue, 1 FP, -5%; Double Knockback, +20%; Emanation, -20%; Explosive 1, +50%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Single Use, x1/5; Trigger, Expensive Material Component, -40%) [5].
 
Rock Catch
Keywords: Buff.
Full Cost (Self): 8 points.
Full Cost (Touch): 23 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self – Touch.
Duration: 30 seconds.
 
The recipient of this spell becomes able to catch thrown rocks, be they sling stones or boulders thrown by giants or catapults. This is a parry based on the better of DX or Parry Missile Weapons. This parry takes standard modifiers (e.g., +1 from Combat Reflexes) and is modified for the missile being caught: -2 for small rocks, such as sling stones, and +4 for large rocks, such as those launched by catapults. Subsequent parries are at the usual cumulative -4, though the defender can alternate between arms if both hands are free. If the rock caught is heavier than the defender’s Basic Lift, then the defender must immediately drop it after catching it.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Rock Catch, +80%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Reduced Duration, 1/6, -15%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [8]. Note: “Rock Catch” is Damage Resistance 2 (Accessibility, Only for using Hand Catch, 60%; Limited, Rocks, -40%; Magical, 10%) [2] + Enhanced Parry 3 (Bare Hands; Accessibility, Only for Hand Catch, 60%; Limited, Rocks, -40%; Magical, 10%) [3] + Rules Exemption (Skill Adaptation can shift Hand Catch to an attribute instead of a skill) [1] + Skill Adaptation (Hand Catch defaults from DX Parry) [1] + Unusual Training (Hand Catch; Only to grab thrown rocks barehanded) [1]. 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].
 
Sea Legs
Keywords: Buff.
Full Cost (Self): 8 points.
Full Cost (Touch): 23 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: Self – Touch.
Duration: 5 hours.
 
You grant a creature the ability to maneuver easily while aboard ship, even during inclement weather. The subject may ignore the -2 to attack and -1 to defend for bad footing under those circumstances.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Sea Legs, +10%; Costs Fatigue, 1 FP, -5%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [8]. Note: “Sea Legs” is Naval Training (Magical, -10%) [1]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only on sapient creatures, -10%, 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% [+14].
  
Sparkles
Keywords: Area (Fixed).
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: Unlimited (-1/yard) - Unlimited (standard).
Duration: 3 minutes.
 
You create a cloud of multicolored, sparkling motes that shower down and attach to everything in the area. The cloud is a 4-yard-high, 4-yard-radius cylinder. It drifts with the wind and falls at a rate of 5 yards per second, eventually sticking to the ground. All invisible creatures caught in the area are visibly outlined for the duration of this spell, unless they retreat or dive out of the area as an active defense. The sparkling motes cannot be removed by mundane means.
Statistics: Affliction 1 (Area Effect, 4 yards, +100%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Dodge instead of QC, +10%; Drifting, Variant, +20%; Extended Duration on Persistent, 18x, +50%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Negated Advantage, Invisibility, +40%; No Signature, +20%; Persistent, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [45]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
  
Stone Trap
Keywords: Buff.
Full Cost: 23 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP + 1 character point.
Casting Time: 1 hour.
Range: Touch.
Duration: Permanent or until triggered.
 
You cause a block of stone to turn invisible and hover at a designated point within 10 yards of you in the air. The stone remains there until triggered, either by special conditions set by you or by a command word you choose. Once triggered, the stone trap turns visible and falls naturally – use rules for Damage from Falling Objects (p. B431). Treat this as an attack with skill 9, but since this is an attack from above, there is a -2 penalty to Dodge if the target is even aware of the attack. The victim may dive for cover for a +3 bonus. The stone of the stone trap can be positioned so that it holds up additional material within the weight limit of the spell. The spell has effective ST 15, so it can support at most 450 lbs.
The conditions for triggering a stone trap can be as simple or as elaborate as you desire. Special conditions can be based on a creature’s name or identity, but otherwise must be based on observable actions or qualities.
A caster can have no more than 1 + Talent instances of Stone Trap active at the same time.
Statistics: Affliction 1 (HT; Accessibility, Only on stone, -60%; Advantage, Stone Trap, +1,010%; Based on IQ, Own Roll, +20%; Character point-powered, x1/5; Costs Fatigue, 2 FP, -10%; Immediate Preparation Required, 1 hour, -75%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Supernatural Trigger, +100%) [23]. Notes: “Stone Trap” is Invisibility (Affects Machines, +50%; Dispels after an attack, -20%; Magical, -10%) [48] + Telekinesis 15 (Independent, +40%; One Task, Hold yourself in a designated place until triggered, -60%; Magical, -10%) [53].
 
Stonefire
Keywords: Area (Fixed).
Full Cost: 70 points.
Casting Roll: Skill. Use Innate Attack (Gaze) to aim.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: 10 yards.
Duration: 10 seconds.
 
You cause natural, nonliving stone to combust, emitting thick black smoke and sending forth waves of heat. Stonefire deals 4d burning damage per second in the hex of origin, 3d burning damage to everything within one yard, 2d burning damage to everything within two yards, and 1d burning damage to everything within four yards.
Ignited stone is consumed by the spell, taking maximum damage, i.e. 240 burning damage per full casting. Consult HP and DR of Structures (p. B558) for DR and HP of stone walls of different thicknesses. To avoid calculations, treat it as burning a 1-foot-deep layer in the hex of origin, a 9-inch-deep layer within 1 yard, 6-inch-deep layer within 2 yards, and 3-inch-deep layer within 3-4 yards.
The hot smoke rises over the area to the height of 4 yards. This gives -5 to all vision- and Infravision-based rolls made through it. The smoke drifts with the wind. Every creature that inhales the smoke, begins to cough (is at -3 to DX and -1 to IQ, and cannot use Stealth) for 3 minutes, if it fails a HT roll.
Statistics: Affliction 1 (HT; Area Effect, 4 yards, +100%; Coughing, +20%; Drifting, +20%; Environmental, Rocky surfaces, -20%; Fixed Duration, +0%; Link, +10%; Magical, -10%; Persistent, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Respiratory Agent, +50%; Takes Extra Time 1, -10%) [24] + Burning Attack 4d (Area Effect, 4 yards, Spherical, +115%; Dissipation, -50%; Environmental, Rocky surfaces, -20%; Link, +10%; Magical, -10%; Maximum Damage to the stone itself, +40%; Persistent, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [31] + Obscure Vision 5 (Area Effect, 4 yards, +50%; Drifting, +20%; Environmental, Rocky surfaces, -20%; Extended, Infravision, +20%; Link, +10%; Magical, -10%; Ranged, +50%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [15].
   
Suspend
Keywords: None.
Full Cost: 5 points for level 1 + 4 points/additional level.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 1 hour.
Range: 20 yards.
Duration: 2 days.
 
This spell telekinetically moves an unattended nonliving object at Move 1 vertically to a specified height up to 20 yards and then suspends the object there. If anything tries to move this object from the point of suspension, the spell resists with effective ST equal to this spell’s level.
Even though this is not a spell with an indefinite duration, the caster cannot have multiple instances of this spell active unless he took multiple copies of this spell or can maintain multiple spells at the same time.
This spell can be made permanent by a caster with the Enchant spell. This is an enchantment that requires 25 EP per pound of weight of the object suspended by this spell (minimum 25 EP).
Statistics: Telekinesis 1 (Accessibility, Only unattended objects, -20%; Costs Fatigue, 2 FP, -10%; Extended Duration, 3,000x, +140%; Immediate Preparation Required, 1 hour, -75%; Increased Range, 2x, +10%; Independent, +40%; Magical, -10%; One Task, Suspension, -45%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [5]. Each additional level adds Telekinesis 1 (Accessibility, Only unattended objects, -20%; Costs Fatigue, 2 FP, -10%; Increased Range, 2x, +10%; Independent, +40%; Lift Only, -20%; Magical, -10%; One Task, Suspension, -45%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [4/level].


Wall of Pain
Keywords: Area (Leveled), Obvious.
Full Cost: 44 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 (wall) or 3 minutes (pain).
 
This spell conjures a transparent wall of shimmering gray energy with baneful qualities. Any living, unsealed creature passing through the Wall of Pain must make a HT roll or suffer from severe pain (p. B428) for three minutes. DR does not apply any bonus to the resistance roll.
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.
Statistics: Affliction 1 (HT; Accessibility, Only living creatures, -10%; Area Effect, 2 yards, +50%; Contact Agent, +150%; Costs Fatigue, 1 FP, -5%; Extended Duration on Persistent, 30x, +60%; Magical, -10%; Persistent, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Severe Pain, +40%; Variable, Area, +5%; Wall, Shapeable, +60%) [44]. Additional levels increase Area Effect (+50%) [+5].


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