Friday, 10 February 2017

Sorcery: Sensory Displacement

Sorcery: Sensory Displacement

The following spells all are based on Clairsentience (B42). All of them are very similar, they displace senses outside of your body, allowing you to feel, hear, taste, smell, or see from another "viewpoint". Projection is a little bit different - it displaces your whole consciousness, leaving your body unconscious.

Far-Feeling
Keywords: None.
Full Cost: 65 points.
Casting Roll: IQ.
Range: 10 yards.
Duration: Indefinite.

You can displace your touch to a point outside your body. This “viewpoint” must be a specific location within 10 yards. Your ability is reflexive. You can initiate it as a free action and change viewpoints as quickly as you can shift your gaze.
To cast this spell, pick the desired viewpoint (which can be inside something) and its facing, and then make an IQ roll. You need to concentrate for a minute and make a IQ-5 roll if your desired viewpoint is out of sight.
On a success, you can use your touch as if you were physically present at the viewpoint. You can touch the environment around your body while using your ability. You can still only pay attention to one touch. At the start of each turn in combat, state whether you’re giving priority to your natural touch or your remote one. All tasks that depend on the touch you aren’t prioritizing – including Sense rolls – are at -4.
If you are using or subjected to range-dependent abilities (e.g., spells), calculate all ranges from your body, not your viewpoint. You can maintain Far-Feeling for as long as you like.
On failure by 1, your touch goes to some other viewpoint of the GM’s choosing. On any greater failure, nothing happens at all. Critical failure cripples your ability for 1d hours.
You can return your displaced touch, move it elsewhere, or change its facing as a free action. A viewpoint inside a moving object (e.g., a car) will move with that object with no special concentration on your part.
Statistics: Clairsentience (Aware, +50%; Clairtangence, -70%; Fixed Range, -5%; Second Nature, +70%; Sorcery, -15%) [65]. Notes: Clairtangence is taken from Ravens N’ Pennies blogpost.

Far-Tasting
Keywords: None.
Full Cost: 65 points.
Casting Roll: IQ.
Range: 10 yards.
Duration: Indefinite.

You can displace your taste to a point outside your body. This “viewpoint” must be a specific location within 10 yards. Your ability is reflexive. You can initiate it as a free action and change viewpoints as quickly as you can shift your gaze.
To cast this spell, pick the desired viewpoint (which can be inside something) and its facing, and then make an IQ roll. You need to concentrate for a minute and make a IQ-5 roll if your desired viewpoint is out of sight.
On a success, you can use your taste as if you were physically present at the viewpoint. You can taste the environment around your body while using your ability. You can still only pay attention to one taste. At the start of each turn in combat, state whether you’re giving priority to your natural taste or your remote one. All tasks that depend on the taste you aren’t prioritizing – including Sense rolls – are at -4.
If you are using or subjected to range-dependent abilities (e.g., spells), calculate all ranges from your body, not your viewpoint. You can maintain Far-Tasting for as long as you like.
On failure by 1, your taste goes to some other viewpoint of the GM’s choosing. On any greater failure, nothing happens at all. Critical failure cripples your ability for 1d hours.
You can return your displaced taste, move it elsewhere, or change its facing as a free action. A viewpoint inside a moving object (e.g., a car) will move with that object with no special concentration on your part.
Statistics: Clairsentience (Aware, +50%; Clairgustance, -70%; Fixed Range, -5%; Second Nature, +70%; Sorcery, -15%) [65]. Notes: Clairgustance is taken from Ravens N’ Pennies blogpost.

Invisible Wizard Eye
Keywords: None.
Full Cost: 80 points.
Casting Roll: IQ.
Range: 10 yards.
Duration: Indefinite.

You can displace your sight to a point outside your body in a form of an invisible floating eye. This “viewpoint” must be a specific location within 10 yards. Your ability is reflexive. You can initiate it as a free action and change viewpoints as quickly as you can shift your gaze.
To cast this spell, pick the desired viewpoint (which can be inside something) and its facing, and then make an IQ roll. You need to concentrate for a minute and make a IQ-5 roll if your desired viewpoint is out of sight.
On a success, you can use your sight as if you were physically present at the viewpoint. You can see the environment around your body while using your ability. You can still only pay attention to one vision. At the start of each turn in combat, state whether you’re giving priority to your natural sight or your remote one. All tasks that depend on the sight you aren’t prioritizing – including attack rolls, defense rolls, and Sense rolls – are at -4.
Your vision ignores darkness penalties completely. You cannot see through solid objects, but if your viewpoint were inside (for example) a closed chest, you would see what was inside despite the lack of light. If you are using or subjected to range-dependent abilities (e.g., spells), calculate all ranges from your body, not your viewpoint. You can maintain Wizard Eye for as long as you like.
On failure by 1, your sight goes to some other viewpoint of the GM’s choosing. On any greater failure, nothing happens at all. Critical failure cripples your ability for 1d hours.
You can return your displaced sight, move it elsewhere, or change its facing as a free action. A viewpoint inside a moving object (e.g., a car) will move with that object with no special concentration on your part.
Treat the visible eye as a creature with a Size Modifier equal to yours - 7 and with HP equal to your IQ/10. Destruction of your viewpoint causes you 1 point of injury and results in your ability being unusable for 1dx5 minutes. The eye can be seen with See Invisible.
Statistics: Clairsentience (Aware, +50%; Clairvoyance, -10%; Fixed Range, -5%; Second Nature, +70%; Sorcery, -15%; Takes Damage, Invisible, -30%) [80]. Notes: Takes Damage is taken from Ravens N’ Pennies blogpost.

Projection
Keywords: None.
Full Cost: 90 points.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.

You can displace your consciousness to a point outside your body. This “viewpoint” must be a specific location within 100 yards. Your body falls unconscious. Your projected self is only vulnerable to spells, mental abilities, Maledictions, etc. See Projection (GURPS Powers, p. 44) for other rules. Your projected self can only affect the insubstantial world.
To cast this spell, pick the desired viewpoint (which can be inside something) and its facing, concentrate for one second, and then make an IQ roll. If the viewpoint is out of sight, you must specify distance and direction, the roll is at -5, and you have to concentrate for one minute.
On a success, you can use your ranged senses as if you were physically present at the viewpoint (this means you cannot sense the environment around your body!). Your vision ignores darkness penalties completely. You cannot see through solid objects, but if your viewpoint were inside (for example) a closed room, you would see what was inside despite the lack of light. If you are using or subjected to range-dependent abilities (e.g., spells), calculate all ranges from your body, not your viewpoint. You can maintain Projection for as long as you like.
On failure by 1, your consciousness goes to some other viewpoint of the GM’s choosing. On any greater failure, nothing happens at all. Critical failure cripples your ability for 1d hours.
To return your displaced consciousness, move it elsewhere, or change its facing, you must concentrate for one second and make another IQ roll. However, a viewpoint inside a moving object (e.g., a car) will move with that object with no special concentration on your part. You can only have one viewpoint at a time.
The projection’s presence can be detected by Astral Vision, Sense Spirit, Sense Observation, or the like; it is otherwise imperceptible. The Projection cannot cross an Astral Block, Pentagram, or an Utter spell. Repel Spirits will resist its intrusion.
Statistics: Clairsentience (Fixed Range, -5%; Increased Range, 10x, +30%; Projection, +0%; Second Nature, +70%; Sorcery, -15%) [90].


Wizard Eye
Keywords: None.
Full Cost: 75 points.
Casting Roll: IQ.
Range: 10 yards.
Duration: Indefinite.

You can displace your sight to a point outside your body in a form of a floating eye. This “viewpoint” must be a specific location within 10 yards. Your ability is reflexive. You can initiate it as a free action and change viewpoints as quickly as you can shift your gaze.
To cast this spell, pick the desired viewpoint (which can be inside something) and its facing, and then make an IQ roll. You need to concentrate for a minute and make a IQ-5 roll if your desired viewpoint is out of sight.
On a success, you can use your sight as if you were physically present at the viewpoint. You can see the environment around your body while using your ability. You can still only pay attention to one vision. At the start of each turn in combat, state whether you’re giving priority to your natural sight or your remote one. All tasks that depend on the sight you aren’t prioritizing – including attack rolls, defense rolls, and Sense rolls – are at -4.
Your vision ignores darkness penalties completely. You cannot see through solid objects, but if your viewpoint were inside (for example) a closed chest, you would see what was inside despite the lack of light. If you are using or subjected to range-dependent abilities (e.g., spells), calculate all ranges from your body, not your viewpoint. You can maintain Wizard Eye for as long as you like.
On failure by 1, your sight goes to some other viewpoint of the GM’s choosing. On any greater failure, nothing happens at all. Critical failure cripples your ability for 1d hours.
You can return your displaced sight, move it elsewhere, or change its facing as a free action. A viewpoint inside a moving object (e.g., a car) will move with that object with no special concentration on your part.
Treat the visible eye as a creature with a Size Modifier equal to yours - 7 and with HP equal to your IQ/10. Destruction of your viewpoint causes you 1 point of injury and results in your ability being unusable for 1dx5 minutes.
Statistics: Clairsentience (Aware, +50%; Clairvoyance, -10%; Fixed Range, -5%; Second Nature, +70%; Sorcery, -15%; Takes Damage, -40%) [75]. Notes: Takes Damage is taken from Ravens N’ Pennies blogpost.

Wizard Hand
Keywords: None.
Full Cost: 58 points.
Casting Roll: IQ.
Range: 10 yards.
Duration: Indefinite.

You can displace your touch to a point outside your body in a form of a floating replica of your hand. This “viewpoint” must be a specific location within 10 yards. Your ability is reflexive. You can initiate it as a free action and change viewpoints as quickly as you can shift your gaze.
To cast this spell, pick the desired viewpoint (which can be inside something) and its facing, and then make an IQ roll. You need to concentrate for a minute and make a IQ-5 roll if your desired viewpoint is out of sight.
On a success, you can use your touch as if you were physically present at the viewpoint. You can touch the environment around your body while using your ability. You can still only pay attention to one touch. At the start of each turn in combat, state whether you’re giving priority to your natural touch or your remote one. All tasks that depend on the touch you aren’t prioritizing – including Sense rolls – are at -4.
If you are using or subjected to range-dependent abilities (e.g., spells), calculate all ranges from your body, not your viewpoint. You can maintain Wizard Hand for as long as you like.
On failure by 1, your touch goes to some other viewpoint of the GM’s choosing. On any greater failure, nothing happens at all. Critical failure cripples your ability for 1d hours.
You can return your displaced touch, move it elsewhere, or change its facing as a free action. A viewpoint inside a moving object (e.g., a car) will move with that object with no special concentration on your part.
Treat the visible hand as a creature with a Size Modifier equal to yours - 7 and with HP equal to your IQ/10. Destruction of your viewpoint causes you 1 point of injury and results in your ability being unusable for 1dx5 minutes.
You can manipulate objects with Wizard Hand, as if it had ST 2 and your DX.
Statistics: Clairsentience (Aware, +50%; Clairtangence, -70%; Fixed Range, -5%; Link, +10%; Second Nature, +70%; Sorcery, -15%; Takes Damage, -40%) [50] + Telekinesis 2 (Link, +10%; Magical, -10%; Visible, -20%) [8]. Notes: Clairtangence and Takes Damage are taken from Ravens N’ Pennies blogpost.

Wizard Nose
Keywords: None.
Full Cost: 50 points.
Casting Roll: IQ.
Range: 10 yards.
Duration: Indefinite.

You can displace your smell to a point outside your body in a form of a floating replica of your nose. This “viewpoint” must be a specific location within 10 yards. Your ability is reflexive. You can initiate it as a free action and change viewpoints as quickly as you can shift your gaze.
To cast this spell, pick the desired viewpoint (which can be inside something) and its facing, and then make an IQ roll. You need to concentrate for a minute and make a IQ-5 roll if your desired viewpoint is out of sight.
On a success, you can use your smell as if you were physically present at the viewpoint. You can smell the environment around your body while using your ability. You can still only pay attention to one smell. At the start of each turn in combat, state whether you’re giving priority to your natural smell or your remote one. All tasks that depend on the smell you aren’t prioritizing – including Sense rolls – are at -4.
If you are using or subjected to range-dependent abilities (e.g., spells), calculate all ranges from your body, not your viewpoint. You can maintain Wizard Nose for as long as you like.
On failure by 1, your smell goes to some other viewpoint of the GM’s choosing. On any greater failure, nothing happens at all. Critical failure cripples your ability for 1d hours.
You can return your displaced smell, move it elsewhere, or change its facing as a free action. A viewpoint inside a moving object (e.g., a car) will move with that object with no special concentration on your part.
Treat the visible nose as a creature with a Size Modifier equal to yours - 7 and with HP equal to your IQ/10. Destruction of your viewpoint causes you 1 point of injury and results in your ability being unusable for 1dx5 minutes.
Statistics: Clairsentience (Aware, +50%; Clairosmia, -60%; Fixed Range, -5%; Second Nature, +70%; Sorcery, -15%; Takes Damage, -40%) [50]. Notes: Takes Damage is taken from Ravens N’ Pennies blogpost.


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