Sunday 9 April 2017

Sorcery: Animal Spells III

Sorcery: Animal Spells III

And here's some more animal spells. Beast Possession and Permanent Beast Possession allows the caster to take over an animal's body completely. Rider Within lets the caster tap into an animal's senses. Beast Seeker lets the caster find an animal, if he has something related to the animal.

Beast Possession
Keywords: Resisted (Will).
Full Cost: 20 points.
Casting Roll: IQ.
Range: Touch.
Duration: 1 minute.

The caster moves his consciousness to an animal’s body. Should his current body die, he will die! Thus, he must keep his current host alive.
To possess an animal, the caster must concentrate for one second and physically touch it. The victim resists at +5 if it is in combat with the caster or otherwise wary of him.
If the caster loses or ties, he is mentally stunned for 1d seconds. In addition, he may never attempt to possess that animal again – it is “immune” to him. If the caster wins, he takes over the animal’s body, completely suppressing its personality. His previous host regains control of its body after 1d seconds of mental stun, and “comes to” with no memory of the possession.
The caster gains his new host’s ST, DX, and HT (and secondary characteristics calculated from these scores), as well as its physical advantages and disadvantages. He keeps his own IQ, Perception, and Will, and all of his mental traits. The caster’s social traits may apply, depending on the laws and values of his society. The caster’s IQ-, Perception-, and Will-based skills are unchanged. Other skills remain at the same relative skill level.
The caster can freely access the memories of the animal at any time. To recall a specific fact from the subject’s memories requires a straight IQ roll, at no penalty for the time since takeover.
Statistics: Possession (Accessibility, Animals Only, -25%; Full Memory Access, +10%; Maximum Duration, 1 minute, -65%; Sorcery, -15%) [20].

Beast Seeker
Keywords: Information.
Full Cost: 7 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.

The caster “homes in” on any animal, provided he has a piece of it (or something deeply connected to it) to attune to. “Homing in” requires a Per roll, modified by what “source of connection” the caster has and normal range penalties (p. B550). A piece of the animal (e.g., its fur or blood) provides +2; a photograph provides +0; and a fresh footprint provides -4. On a success, the caster knows the direction, though not the distance, to his attuned subject.

Statistics: Slotted Cosmic Power 1 (5) (Limited, Trait, Detect Animals, -60%; Nuisance Effect, Must have something related to subject, -5%; Sorcery, -15%) [7].

Permanent Beast Possession
Keywords: Resisted (Will).
Full Cost: 70 points.
Casting Roll: IQ.
Range: Touch.
Duration: Indefinite.

The caster can move his consciousness from his body to an animal’s body. In theory, he could live forever this way, moving from dying bodies to healthy ones. However, he cannot survive outside a living host. Should his current body die, he will die! Thus, he must keep his current host alive.
To possess an animal, the caster must concentrate for one second and physically touch it. The victim resists at +5 if it is in combat with the caster or otherwise wary of him.
If the caster loses or ties, he is mentally stunned for 1d seconds. In addition, he may never attempt to possess that animal again – it is “immune” to him. If the caster wins, he takes over the animal’s body, completely suppressing its personality. His previous host regains control of its body after 1d seconds of mental stun, and “comes to” with no memory of the possession.
The caster gains his new host’s ST, DX, and HT (and secondary characteristics calculated from these scores), as well as its physical advantages and disadvantages. He keeps his own IQ, Perception, and Will, and all of his mental traits. The caster’s social traits may apply, depending on the laws and values of his society. The caster’s IQ-, Perception-, and Will-based skills are unchanged. Other skills remain at the same relative skill level.
The caster can freely access the memories of an animal host at any time. To recall a specific fact from the subject’s memories requires a straight IQ roll, at no penalty for the time since takeover.
Statistics: Possession (Accessibility, Animals Only, -25%; Full Memory Access, +10%; Sorcery, -15%) [70].

Rider Within
Keywords: Resisted (Will).
Full Cost: 12 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Indefinite.

The caster can tap into an animal’s senses. This lets him experience everything the animal experiences. If it is tortured, knocked out, or killed, the GM may require a Will roll to avoid stunning – or perhaps even a Fright Check! The caster must be able to see or touch the animal to tap into its senses. Modify the casting roll for range penalties to the animal (see p. B550).
The caster can maintain this spell for as long as he wishes without further concentration. If he switches to another animal, he must stop tapping into his current subject’s senses and roll a Quick Contest with the new subject.
If he loses, he may try again, at a cumulative -2 per repeated attempt on that subject in the past hour. Should he critically fail, he cannot tap into that animal’s senses again for 24 hours.
Statistics: Mind Reading (Accessibility, Animals Only, -25%; Sensory Only, -20%; Sorcery, -15%) [12].

2 comments:

  1. For Rider Within, shouldn't paragraph 2 and 3 refer to "another animal" and "that animal's"?

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    Replies
    1. You're right. I missed it when copying the description of another spell.

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