Sunday, 15 January 2017

Magic: Time College

Magic: Time College

Time manipulation spells belong to the Gate College in GURPS Magic, but their selection is quite limited, and most of them can influence the game significantly. I have decided to look through the book again and create a Time College from existing spells and make some new ones (mostly converted from AD&D Chronomancer).


Use the following spells and prerequisites for the college of Time.
The College of Time
Spell Name
Prerequisites
Source
Accelerate Metabolism
Magery 1, Slow Metabolism
New spell
Accelerate Time
Magery 2, IQ 13+, 2 spells each of 10 different colleges
M86
Age
Youth or 6 other Necromantic spells
M154
Alarm
Tell Time
M100
Ancient History
History
M106
Backtrack
Magery 2, Minor Paradox
New spell
Beacon (time only)
Timeport
M83
Blossom
Plant Growth
M162
Conceal Temporal Anomaly
Magery 1, Detect Temporal Anomaly
New spell
Create Gate (time only)
Control Gate, Timeport
M85
Death Vision
Magery 1
M149
Decay
Test Food or Haste and Detect Temporal Anomaly
M77
Delay Image
Haste, Hinder
New spell
Delayed Damage
Magery 2, Delay Image, Time Snare
New spell
Detect Temporal Anomaly

New spell
Dimensional Dissection (time only)
Magery 3, Timeport Other
MDS13
Divert Teleport (time only)
Magery 3, Trace Teleport
M84
Echoes of the Past
Magery 2, History, Voices
M107
Fast Fire
Slow Fire
M73
Flash Forward
Magery 2, Time Walk
New spell
Great Haste
Magery 1, IQ 12+, Haste
M146
Halt Aging
Magery 2 and 8 Healing spells or Magery 2 and 8 Time spells
M94
Haste

M142
Hinder
Clumsiness or Haste
M36
History
Trace or Magery 1, Tell Time, Detect Temporal Anomaly, and Death Vision
M106
Images of the Past
Magery 2, History, Simple Illusion
M107
Long March
Magery 1 and either Clumsiness, Debility, or Hinder and Detect Temporal Anomaly
M143
Magic Manager
Magery 2, Reflexes
New spell
Mature
Decay or Season
M78
Melee Manager
Magery 1, Reflexes
New spell
Minor Paradox
Magery 2, Time Snare
New spell
Paradox
Magery 2, Minor Paradox
New spell
Plant Growth
Heal Plant
M162
Prehistory
Ancient History
M106
Preserve Food
Decay
M79
Preserve Fuel/TL
Test Fuel or Decay and Detect Temporal Anomaly
M179
Quick March
Magery 1, Haste
M144
Rapid Journey (time only)
Magery 3, Timeport
M82
Reconstruct Spell
Magery 2, History, Identify Spell
M106
Recover Energy
Magery 1, Lend Energy
M89
Reflexes
Grace and Haste
M39
Retrogression
Mind-Search, Mind-Sending
M47
Ruin
Magery 2, Weaken, Decay
M118
Scents of the Past
Magery 2, History, Odor
M107
Slow
Magery 1, Haste, Hinder
M145
Slow Fall
Apportation or Hinder and Detect Temporal Anomaly
M144
Slow Fire
Extinguish Fire or Hinder and Detect Temporal Anomaly
M73
Slow Healing
Magery 1, Frailty, Steal Vitality or Magery 1, Slow Metabolism
M153
Slow Metabolism
Magery 1, Decay, Detect Temporal Anomaly, Hinder
New spell
Slow Time
Magery 2, IQ 13+, 2 spells each of 10 different colleges
M86
Stop Healing
Slow Healing
M153
Summon Shade
Summon Spirit or Divination
M102
Suspend Time
Magery 3, Slow Time
M86
Steal Youth
Youth, Age, Steal Vitality
M158
Tell Age
Tell Time
New spell
Tell Time

M100
Temporal Disjunction
Magery 2, Time Snare
New spell
Temporal Stasis
Magery 3, Suspend Time
New spell
Temporal Wall
Magery 2, Slow, Temporal Disjunction
New spell
Time Out
Magery 3, Accelerate Time
M87
Time Snare
Magery 1, Great Haste, Hinder
New spell
Time Walk
Magery 2, Backtrack
New spell
Timeheal
Magery 2, Minor Paradox
New spell
Timeport
Magery 3, Teleport
M81
Timeport Other
Timeport
M81
Timeslip
Timeport
M81
Timeslip Other
Timeslip
M81
Trace Teleport (time only)
Timeport
M84
Youth
Magery 3, Halt Aging
M94

New spells

Accelerate Metabolism
Regular; Resisted by HT

This spell drastically decreases the length of time required between meals. Accelerated metabolism also gives him -3 to HT to resist metabolic hazards.
Duration: 1 day.
Cost: 3-4. The subject requires 6 meals per day for 3 energy points, or 12 meals per day for 4 energy points. Cannot be maintained.
Time to cast: 2 seconds.
Prerequisites: Magery 1, Slow Metabolism.

Item
Jewelry. Energy cost to create: 1,000.


Backtrack
Blocking

When this spell is cast, the caster rewinds time for just a moment to try to defend against an attack one more time. The caster makes his active defense roll twice and uses the better result.
Cost: 3.
Prerequisites: Magery 2, Minor Paradox.

Item
Jewelry. Energy cost to create: 1,000.

Conceal Temporal Anomaly
Area; Resists Detect Temporal Anomaly

The caster splits the flow of time around a temporal disturbance. This reduces the turbulence it causes and shields it from magical detection. Detect Temporal Anomaly spell cast on the temporal anomalies in the area must win a Quick Contest of Spells with Conceal Temporal Anomaly to “see” it. This spell similarly affects other abilities that detect temporal anomalies.
Duration: 10 hours.
Base cost: 2 to cast. 1 to maintain.
Time to cast: Seconds equal to energy cost.
Prerequisites: Magery 1, Detect Temporal Anomaly.

Item
(a) Any container. It, and everything inside, is protected by the Conceal Temporal Anomaly spell. Energy cost to cast: 200 per cubic foot (minimum cost 500). (b) Any rug or area of floor; conceals temporal anomalies above it. Energy cost to cast: 300 per yard radius.

Delay Image
Regular

The subject is surrounded by a thin magical aura that bends time slightly, causing the person’s image to appear half a second behind actual motion. This gives him +1 to all active defenses, and the subject’s opponents defend against the subject’s attacks at a -1 penalty.
Duration: 1 minute.
Cost: 3 to cast. 2 to maintain.
Time to cast: 2 seconds.
Prerequisites: Haste, Hinder.

Item
Jewelry. Only affects the wearer. Energy cost to create: 300.

Delayed Damage
Regular

This spell creates a field of temporal flux about the caster. This field intercepts attacks and shifts all of the effects into the future, allowing the caster time to prepare. If the attack does damage, the caster does not receive any, but when the spell ends, all accumulated damage is applied at once. If the attack produces a different effect (Affliction, for example), this effect is also delayed until the spell ends. If the effect has a duration, it does not start until it actually starts affecting the caster.
This spell gives the caster time to prepare for the delayed effects, and delays the need for heal. But the caster should be cautious, because the spell can end at any time.
Duration: 2d seconds (rolled by the GM in secret).
Cost: 4.
Prerequisites: Magery 2, Delay Image, Time Snare.

Item
A staff or wand. Usable only by mages. Energy cost to create: 800.

Detect Temporal Anomaly
Regular

Makes all temporal anomalies, such as areas of the Accelerate Time, Slow Time, Suspend Time spells, other areas of anomalous timeflow, and subjects in temporal stasis, visible in the subject’s field of vision. Each such anomaly glows in proportion to its activity, if its area can be seen with your normal vision.
Duration: 1 minute.
Cost: 3 to cast, 2 to maintain.

Item
Staff, wand, or jewelry. Energy cost to create: 400.

Flash Forward
Regular

The caster cheats the laws of time and enters combat before reverting back to his original position. After casting this spell, the caster immediately makes a Move and Attack maneuver against an enemy he could reach with such a maneuver, and then reverts back to his original position. Any damage or conditions dealt to the caster or by the caster during this action are real and remain when he returns to his original location. The cost to cast is not reduced by high skill.
Cost: 3.
Prerequisites: Magery 2, Time Walk.

Item
Jewelry. Energy cost to create: 1,000.

Magic Manager
Regular

The subject gains Compartmentalized Mind 1 for the duration of the spell. The extra action can only be spent on spellcasting, and only if the rest of the turn’s action were spent on spellcasting. When this spell ends, the caster loses his ability to cast spells (even from magic items) for 10 seconds.
Duration: 10 seconds.
Cost: 5 to cast. Cannot be maintained.
Prerequisites: Magery 2, Reflexes.

Item
A staff or wand. Usable only by mages. Energy cost to create: 1,200.

Melee Manager
Regular

The subject gains Extra Attack 1 for the duration of the spell. This extra attack can only be used if all attacks made by the subject during his turn were melee attacks, and this extra attack can only be a melee attack.
Duration: 1 minute.
Cost: 5 to cast. 3 to maintain.
Time to cast: 2 seconds.
Prerequisites: Magery 1, Reflexes.

Item
(a) Any item. Always on. Rare item! Energy cost to create: 1,200. (b) Staff or wand. Usable only by mages. Energy cost to create: 800.

Minor Paradox (VH)
Regular

When this spell is cast, the caster may take back an action performed within the last second or insert an additional action if timing permits. The caster could take back something said or decide not to kiss the princess. Essentially, this is a “replay last second” spell. The caster and the GM may either work out a reasonable course of events, or they could simply replay the previous turn, if this spell was used in combat. Note that the caster cannot “rewind” time and take the exact same action he did before. For example, he cannot attack an orc’s face, miss, cast this spell, and try again, but he can cast this spell to attack a different hit location.
Cost: 6.
Prerequisites: Magery 2, Time Snare.

Item
Jewelry. Energy cost to create: 1,500.

Paradox (VH)
Regular

When this spell is cast, the caster may alter a minor event from his past that may affect the present. Such an event could be having bought a cask of ale instead of a cast of oil, or deciding that, instead of insulting the king, the caster insulted the king’s daughter (as if that would make the situation any better).
The event to be changed should not be more than an hour in duration, and it must be something that was personally done by the caster, or something the caster could have influenced. Something should always be given up when this spell is used, the caster cannot simple add or remove an action. The caster can change an event as far back as one day.
It is the GM’s call as to how the change proceeds forward, if at all. Often, things will not work out as neatly as the caster might hope.
Cost: 12. One try per day.
Prerequisites: Magery 2, Minor Paradox.

Item
Jewelry. Energy cost to create: 2,500.

Slow Metabolism
Regular; Resisted by HT

This spell drastically increases the length of time required between meals. The subject only requires 1/3 as much food and water, as usual, or one meal a day. Slowed metabolism also grants him +3 to HT to resist metabolic hazards.
Duration: 1 day.
Cost: 3 for 1/3 as much food and water (one meal a day) or 4 for one meal a week. 2 to maintain.
Time to cast: 2 seconds.
Prerequisites: Magery 1, Decay, Detect Temporal Anomaly, Hinder.

Item
Jewelry. Only affects the wearer. Energy cost to create: 1,000.


Tell Age
Information

Tells the caster the age of the subject in years.
Cost: 1.
Prerequisites: Tell Time.

Item
A lens. Energy cost to create: 50.

Temporal Disjunction
Regular; Resisted by Will

The subject loses any sense of time. It is perpetually late, unable to function under any time restraints. This spell is merely an annoyance unless accurate timing is crucial. The subject’s Basic Speed is lowered by 4 for the purpose of determining the turn order in combat. The subject loses the benefits of Combat Reflexes and Enhanced Time Sense for the duration of the spell. If the subject takes a Wait maneuver to coordinate its action with someone else, it makes an IQ-5 roll. If the subject succeeds, it performs the action normally. If the roll has failed, the action is lost.
Additionally, the subject loses its ability to travel in time or affect time in any way. It automatically fails to cast time-affecting spells (such as Timeport, Timeslip, Haste, etc.) and use any similar abilities. It cannot be moved in time by external means too, which means that it becomes immune to Timeport Other, Timeslip Other, and other similar spells and abilities. It can function normally in areas of Suspend Time, Accelerate Time, and other temporal anomalies.
Dispel Magic cannot dispel this spell. Remove Curse dispels the effect.
Duration: Permanent.
Cost: 10.
Time to cast: 4 seconds.
Prerequisites: Magery 2, Time Snare.

Item
Staff or wand. Usable only by mages; the item must touch the subject. Energy cost to create: 2,500.

Temporal Stasis
Regular

The caster forces himself outside the normal space-time continuum. Almost no time passes for him. The duration of the spell can be set for any length between five minutes and a billion years. Nothing within the normal space-time continuum can harm the caster, and caster cannot perform any actions while in stasis. The stasis cocoon is effectively invulnerable. From the outside he looks encased inside a perfectly reflecting mirror, and no sensors of any kind can penetrate into it. Velocities are retained while in stasis, so a falling caster will continue to fall. This spell is immune to Dispel Magic, but Remove Curse or an ultra-tech reality stabilizer will be able to deactivate it.
Duration: From 5 minutes to a billion years.
Cost: 8.
Prerequisites: Magery 3, Suspend Time.

Item
A staff or wand. Usable only by mages. Energy cost to create: 2,500.

Temporal Wall
Area; Resisted by Will

Creates a thin barrier composed of the temporal mist-smoke. The wall is four yards high, but may be made higher; simply scale the cost as the height (double for 8 yards high, triple for 12 yards high and so on).
This wall blocks vision, but is otherwise permeable. Anyone passing through the wall in any direction must make a Will roll. Failure means that the creature is affected by the Slow (M145) and Temporal Disjunction spells, but only for a number of seconds equal to the margin of failure.
Duration: 1 minute.
Base Cost: 3 to cast. Same cost to maintain.
Prerequisites: Magery 2, Slow, Temporal Disjunction.

Item
(a) Staff, wand, or jewelry. Energy cost to create: 1,000. (b) A Temporal Wall may be made permanent at an energy cost of 100 times normal.

Time Snare
Regular; Resisted by Will

This spell creates a time loop in the subject’s mind that causes it to repeat this turn’s action indefinitely. If the subject attacked, it attacks the same person in the same exact way, if possible. If it drank a potion, it drinks from the same bottle again (if the bottle is empty, it tries to drink another instance of this potion). Even if something happens to prevent this attempt (the opponent is dead, or someone takes the bottle away), the subject still strives to repeat its last action. The victim gets a IQ roll to resist the effect every second. A successful save means that the effect is broken.
Duration: 10 seconds.
Cost: 4. Cannot be maintained.
Prerequisites: Magery 1, Great Haste, Hinder.

Item
Staff or wand. Usable only by mages; the item must touch the subject. Energy cost to create: 2,000.

Time Walk
Blocking

When this spell is cast, the caster rewinds time for a second and moves away from an incoming attack. If the spell is successful, then the attack misses, and the caster appears in any place he could’ve reached with a single Move maneuver.
Cost: 3.
Prerequisites: Magery 2, Backtrack.

Item
Jewelry. Energy cost to create: 1,000.

Timeheal
Regular

This spell pushes the subject’s body back in time, when it was in a better physical state. This heals back damage and all other additional effects of the last wound the subject has received, if the wounding happened within 2 seconds. For example, if the subject took a poisoned arrow two seconds ago, and did not receive any additional wounds afterwards, then this spell will heal all damage dealt by the arrow and negate poisoning.
Cost: 6.
Prerequisites: Magery 2, Minor Paradox.

Item
Staff or wand. Usable only by mages; the item must touch the subject. Energy cost to create: 2,000.

Time College in Ritual Magic

Path of Time
Spell Name
Source
No penalty (0 prerequisites)
Death Vision
M149
Detect Temporal Anomaly
New spell
Haste
M142
Tell Time
M100
-1 penalty (1 prerequisite)
Alarm
M100
Conceal Temporal Anomaly
New spell
Great Haste
M146
Hinder
M36
Quick March
M144
Recover Energy
M89
Tell Age
New spell
-2 penalty (2 prerequisites)
Decay
M77
Delay Image
New spell
Long March
M143
Mature
M78
Preserve Food
M79
Slow
M145
Slow Fall
M144
Slow Fire
M73
Summon Shade
M102
-3 penalty (3 prerequisites)
Fast Fire
M73
History
M106
Plant Growth
M162
Preserve Fuel/TL
M179
Time Snare
New spell
-4 penalty (4 prerequisites)
Ancient History
M106
Blossom
M162
Minor Paradox
New spell
Slow Metabolism
New spell
Temporal Disjunction
New spell
-5 penalty (5 prerequisites)
Accelerate Metabolism
New spell
Backtrack
New spell
Delayed Damage
New spell
Images of the Past
M107
Paradox
New spell
Prehistory
M106
Reflexes
M39
Slow Healing
M153
Timeheal
New spell
-6 penalty (6 prerequisites)
Echoes of the Past
M107
Magic Manager
New spell
Melee Manager
New spell
Reconstruct Spell
M106
Retrogression
M47
Stop Healing
M153
Temporal Wall
New spell
Time Walk
New spell
-7 penalty (7 prerequisites)
Flash Forward
New spell
Scents of the Past
M107
-8 penalty (8 prerequisites)
Halt Aging
M94
-9 penalty (9 prerequisites)
Ruin
M118
Youth
M94
-10 penalty (10 prerequisites)
Age
M86
-11 penalty (11 prerequisites)
Timeport
M81
-12 penalty (12 prerequisites)
Beacon (time only)
M83
Rapid Journey (time only)
M82
Timeport Other
M81
Trace Teleport (time only)
M84
-13 penalty (13 prerequisites)
Dimensional Dissection (time only)
MDS13
Divert Teleport (time only)
M84
Steal Youth
M158
Timeslip
M81
-14 penalty (14 prerequisites)
Timeslip Other
M81
-16 penalty (16 prerequisites)
Create Gate (time only)
M85
-20 penalty (20 prerequisites)
Accelerate Time
M86
Slow Time
M86
-21 penalty (21 prerequisites)
Suspend Time
M86
Time Out
M87
-22 penalty (22 prerequisites)
Temporal Stasis
New spell


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