Tuesday 25 October 2016

Sorcery: Angelic Spells

Sorcery: Angelic Spells


The next monster entry is going to be angels. D&D angels have many spell-like abilities, and many of the existing Sorcery spells fit, but some spells I've had to make myself. They aren't really anything special. Aid is a simple buff that improves durability and bravery. Continual Flame allows sorcerers to earn for a living being an illuminator. Lesser Restoration and Remove Disease fit very well for clerical "sorcerers" or other magical healers. Plane Shift literally opens up new worlds for sorcerers. Personal Invisibility allows a sorcerer to go unseen, and See Invisible allows him to see sorcerers using Personal Invisibility. Speak with Dead can provide answers when you wanted to intimidate a person with a fireball, but instead burned him a bit too much. Power Word: Stun is just a simple, but useful and showy spell.


Celestial Aid
Keywords: Buff.
Full Cost: 20 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.


You make the subject braver and slightly more resistant to damage. The subject gains DR 4. This DR takes the form of a field projected a short distance from the subject’s body. This protects his body – including the eyes – as well as anything he is carrying, and reduces the damage from attacks before armor DR. This DR is ablative - it stops damage once. Each point of DR stops one point of basic damage but is destroyed in the process. Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration, p. B80).
Additionally, the subject adds 1 to his Will whenever he makes a Fright Check or must resist the Intimidation skill (p. B202) or a supernatural power that induces fear. He also subtracts 1 from all Intimidation rolls made against him.
Statistics: Affliction 1 (HT; Advantage, Celestial Aid, +80%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [20]. Note: “Celestial Aid” is Fearlessness 1 (Magical, -10%) [2] + DR 4 (Force Field, +20%; Ablative, -80%; Magical, -10%) [6].

Continual Flame

Keywords: Buff.
Full Cost: 28 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Permanent.

A flame, equivalent in brightness to a torch, springs forth from the target object. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered and hidden but not smothered or quenched.
Statistics: Affliction 1 (HT; Advantage, Continual Flame, +10%; Extended Duration, Permanent, +150%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [28]. Note: “Continual Flame” is Illumination (Magical, -10%) [1].



Cure Disease
Keywords: None.
Full Cost: 54 points.
Casting Roll: IQ; special FP cost.
Range: Touch.
Duration: Instantaneous.


You can cure disease of a living creature with your touch. This takes a second of concentration, physical contact with the subject, and an IQ roll. Your IQ is at a cumulative -3 penalty for every successful use on the same subject within 24 hours, at a flat -2 penalty if the patient is unconscious, and at an additional modifier to cure disease (see below). Failure costs you 1d FP.
Your skill roll is at a modifier set by the GM, from +1 for a common cold to -15 for bone marrow cancer. If successful, the FP cost is equal to twice the absolute value of the penalty, minimum 1. For example, if a kidney infection causes a -3 penalty to skill, the cost to cure it would be 6 FP.
Statistics: Healing (Affects Self, +50%; Disease Only, -40%; Magical, -10%; Xeno-Healing, Anything Alive, +80%) [54].

Lesser Restoration

Keywords: None.
Full Cost: 53 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.

Your touch can neutralize ongoing Afflictions – including the Affliction-like effects of the Side Effect and Symptoms enhancements. This requires an IQ roll at -1 per full +50% the target effect is worth as an enhancement to Affliction. This costs 1 FP. For instance, blindness is a +50% Disadvantage enhancement, so to cure blindness caused by Affliction, Side Effect, or Symptoms would require a roll at -1. The target exhales a shimmering, golden puff of breath as the adverse conditions disappear.
Your casting roll is at ‑2 if the subject is unconscious. In addition, if used more than once per day on a given subject, you are at a cumulative ‑3 per successful healing. Failure costs you 1d FP instead of the usual 1 FP!
Statistics: Healing (Affects Self, +50%; Affliction Only, -40%; Capped, 2 FP, ‑25%; Magical, ‑10%; Reduced Fatigue Cost 1, +20%; Xenohealing, Anything Alive, +80%) [53].

Personal Invisibility

Keywords: None.
Full Cost: 66 or 74 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.

You become invisible. You still make noise, leave footprints, and have a scent – and anything you are carrying (up to the Medium encumbrance) becomes invisible too. You get a +9 to Stealth in any situation where being seen would matter, if you are carrying no more than your Medium encumbrance.
Individuals using paranormal remote viewing (crystal balls, Clairvoyance, etc.) cannot see you if you would be invisible to their normal vision. Paranormal abilities that detect enemies, life, and so on non-visually can still see you.
Invisibility only works against electromagnetic vision (which encompasses ordinary vision, Infravision, Ultravision, and radar). You do not cast a shadow and don’t show up in mirrors.
The basic (66-point) version of this spell ends if you attack any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If you attack directly, however, you immediately become visible along with all your gear. The improved (74-point) version of this spell eliminates this limitation.
Statistics: Invisibility (Affects Machines, +50%; Can Carry Objects, Medium, +50%; Dispels after an attack, -20%; Sorcery, -15%) [66]. The improved version removes the Dispels after an attack limitation from the advantage [+8].

Plane Shift

Keywords: None.
Full Cost: 50 points.
Casting Roll: Skill or IQ-3, special casting time (see below).
Range: Self.
Duration: Instantaneous.

The spell allows you to transport yourself to another plane of existence or dimension. To activate the spell, you must visualize your desired destination (you must have visited that place before), concentrate for 10 seconds, and make a casting roll. The casting roll depends on your familiarity with the plane of destination. Once you have visited a plane via a naturally occurring portal, a critical failure, or by “hitching a ride” with another planeswalker, you can memorize its “feel” by concentrating and spending character points to "learn" that plane as an IQ/Easy skill. This process takes one hour per point you wish to spend. Use this skill when shifting to that plane in the future. Memorization is optional, but if you choose not to memorize a plane, you must roll at IQ-3 to attempt to shift to that plane. Coexisting planes, such as the Ethereal Plane or the Plane of Shadow do not require memorization and require a roll against IQ without the -3 penalty.
If you rush the spell, your roll will be penalized by -1 for each second of omitted concentration. If successful, you will arrive at your intended destination. However, if you fail, you will not be transported anywhere. In the case of a critical failure, you will end up in an unintended location chosen by the GM.
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.
When shifting to a plane coexisting with the one you are currently on, you will appear in the same physical location as where you left your previous plane, but on a parallel world. If there is no safe corresponding location within 100 yards of your intended destination, the spell will fail. This does not guarantee protection from other forms of danger, such as radiation or wild animals. If you possess Danger Sense, the GM may roll before a hazardous jump to provide a warning on a successful result. When shifting to a coterminous or a separate plane, you arrive with a deviation of 1dx100 miles.
The FP cost of this spell depends on the “planar distance.” To shift between two different layers of the same plane, spend 1 FP. To shift between two bordering planes (such as the Prime Material Plane and the Astral Plane), spend 2 FP. Spend one additional FP per each additional degree of “removal.” Certain very distant planes, such as the Far Realm, may require you to spend 10 FP.
To cast this spell, you must hold a small, forked metal rod. The size and metal type dictates to which plane of existence or alternate dimension the spell sends you. You must also be able to perform gestures and vocalize magical incantations.
If you wish to visit planes that you have not been to before, you must discover a natural portal, critically fail, or "hitch a ride" with another planeswalker. If you are in physical contact with another character that is traveling between planes, you can "hitch a ride" even if the character initiating the shift does not want company. Only the person initiating the shift makes a casting roll; wherever they end up, you do too.
Optionally, you may overload this spell to transport other willing beings in physical contact with you. Your casting roll will be at -5 per additional target, and your casting will cost an additional 2 FP. You can offset this penalty (but never get a net bonus) by voluntarily spending additional FP; each FP cancels -1 in penalties. If you roll a critical success, you recover all FP spent on this casting. If you fail, your spell works, but without bringing additional targets with you. 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. You may buy off this penalty as a Hard technique for each plane.
Statistics: Jumper (World; Drift, Variant, -40%; Improved, +10%; Magical, -10%; Requires an appropriate forked metal rod, -15%; Requires gestures, -10%; Requires magic words, -10%; Uncertain Encumbrance, +25%) [50].


Power Word: Stun

Keywords: Resisted (Will).
Full Cost: 27 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.

You utter a single word of power that instantly causes one creature of your choice to become stunned, whether the creature can hear the word or not. The target is stunned (B420) and may roll vs. Will once per second to recover.
Statistics: Affliction 1 (Will; Based on Will, +20%; Malediction 2, +150%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, ‑15%) [27]. Note: The Requires Magic Words limitation prevents the sorcerer from using the Alternative Rituals rule.

See Invisible
Keywords: Buff.
Full Cost: 30 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

This spell allows the subject to see objects or individuals that are normally invisible. This only covers magical invisibility.
Statistics: Affliction 1 (HT; Advantage, See Invisible, +140%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [30]. Note: “See Invisible” is See Invisible (Magic; Magical, -10%) [14].

Speak with Dead

Keywords: Information.
Full Cost: 23 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.

By touching a corpse, you can force it to answer any one specific question that he can answer with a brief sentence. To attempt a probe, you must first touch your subject, concentrate for one second, and make an IQ roll. You must also share a language with him.
The subject cannot resist, but your IQ (plus Talent) roll is at a penalty equal to the number of full days the subject has been dead, and you only get one try. If you win, you give the corpse a semblance of life and force it to give you the answer. The answer is what the subject believes to be true – if he doesn’t know, he’ll tell you.
Statistics: Mind Probe (Accessibility, Only on corpses, -20%; Cosmic, Works on the dead, +50%; Sorcery, -15%) [23]. Feature: Time penalty replaces the normal Quick Contest.

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