Tuesday 31 January 2017

Magic: Assorted Spells

Magic: Assorted Spells

Continuing on with the D&D spells conversion. Here we have Clone that isn't quite Simulacrum or Doppelganger. Status allows the caster to know the condition of his friends across long distance. Ventriloquism allows the caster to displace the origin point of his vocal sounds.

Enchantment

Clone (VH)
Enchantment

This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original’s physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.
To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature’s living body. The piece of flesh need not be fresh, but it must be kept from rotting. The duplicate must be grown in a laboratory for 4 months and then activated by casting this spell. This requires a successful Alchemy or Bioengineering (Cloning) roll, depending on the nature of the cloning.
When the clone is completed, the original’s soul enters it immediately, if that creature is already dead. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead. The spell duplicates only the original’s body and mind, not its equipment.
A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.
Time to grow the body: 4 months.
Energy cost to activate: 1,000.
Prerequisites: Magery 3, Possession, Soul Jar.
  

Resilient Sphere
Regular; Special Resistance

A globe of shimmering force encloses a creature, just like a spherical Force Dome. The sphere contains its subject for the spell’s duration. Unlike Force Dome, this barrier allows air to pass, so the subject may breathe freely.
The subject may struggle, but the sphere cannot be physically moved either by people outside it or by the struggles of those within.
Most targets resist by moving fast enough to get out – use the higher of DX or twice Basic Speed. Someone capable of an active defense involving teleportation or insubstantiality may choose to rely on that instead; this is a resistance roll using the controlling score, not an active defense roll. Magic Resistance always subtracts from the caster’s skill, but it adds only to the subject’s DX- or Speed-based resistance.
This is also a Protection & Warning spell.
Duration: 1 minute.
Cost: 10. Half to maintain.
Prerequisites: Magery 3, Create Air, Force Dome.

Telekinetic Sphere
Regular; Special Resistance

Like Resilient Sphere, with the addition that the creatures or objects inside the globe are nearly weightless. Anything contained within a telekinetic sphere weighs only one-sixteenth of its normal weight. The caster can telekinetically move the sphere that normally weighs 5,000 pounds or less at Move 5 by taking a Concentrate maneuver. He cannot move the sphere further than 30 yards away from him.
Duration: 1 minute.
Cost: 12. Half to maintain.
Prerequisites: Magery 3, Resilient Sphere.

 Knowledge

Status
Information

Like Seeker (GURPS Magic, p. 105), but also lets the caster know the status of the subject – his health, status conditions (nausea, stunning, unconsciousness, coma, etc.), etc.
Cost: 3. One try per week.
Prerequisites: Magery 1, Seeker, Sense Life.

Item
Jewelry. Something pertaining to the subject must be used in making the item, and incorporated into it. Energy cost to create: 500.

Protection & Warning

Resilient Sphere
Regular; Special Resistance
See Force spells.

Sound

Sonic Weapon
Regular

Causes any weapon to emit sonic vibrations, which does not harm the user but lets the weapon do +2 burning damage to foes or objects (after penetrating armor and figuring other bonuses). This damage cannot set anything on fire.
Duration: 1 minute.
Cost: 4 to cast. 2 to maintain.
Time to cast: 3 seconds.
Prerequisite: Magery 1, Sound Jet.

Item
A weapon that becomes charged with sonic energy whenever wielded, at no energy cost to the user. Cost to create: 1,250 energy, $3,000 spell materials.


Ventriloquism
Regular

The caster can make his voice (or any sound that he can normally make vocally) seem to issue from someplace else. He can speak in any language he knows. Apply range penalties to the sound origin point.
Duration: 1 minute.
Cost: 1 to cast. Same to maintain.
Time to cast: 1 second.
Prerequisites: Voices.

Item
Jewelry. Energy cost to create: 200.

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