Wizardry: Shining South Spells II
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.
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 (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].
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.
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].
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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