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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