Sorcery: Shapeshifting Spells
Shapeshifting wizards have always existed in folklore. Turning people into frogs, taking on a shape of a wolf, etc. Shapeshifting allows the caster to assume a form of a single animal. Permanent Shapeshifting does not require maintenance. Shapeshift Others lets the caster turn the subject into an animal. Great Shapeshift lets the caster assume any form within his power limits.
Great Shapeshift
Keywords: None.
Full Cost: 85 points or 165 points
or more; see text.
Casting Roll: None. Special casting time.
Range: Self.
Duration: Indefinite.
The caster can assume different
forms, as if using the Morph advantage (p. B84). The transformation requires 10
seconds. If he is knocked out or killed, he immediately reverts to his native form
(which will also be unconscious or dead).
The caster retains his intelligence,
but gains all the physical attributes of the new form. Note that FP are not
increased for spellcasting purposes. The caster may not add traits to
templates, but he may freely omit
racial mental disadvantages (e.g., Bestial), and he may always choose to drop
the racial IQ modifier from a template and use his own IQ. Such changes raise
the cost of animal templates, which are cheap due to limited mental
capabilities. This spell includes the ability to make cosmetic changes. This
lets the caster impersonate a specific member of any race he can turn into.
The caster can always take on the
form of a being he can see or touch, provided its racial template cost does not
exceed his maximum. Once he has assumed a form, he can opt to memorize it by
concentrating for one minute. This allows him to shapeshift into that form at
any time. The caster can memorize a number of forms equal to his IQ. If all his
“slots” are full, his must overwrite a previously memorized form (his choice)
to add the new form. Memorizing cosmetic changes also requires a “slot”.
If the caster can assume any racial
template worth no more than his native one, Great Shapeshift costs 85 points.
This makes many forms available – anything no more powerful than his native
form. If the caster can assume more powerful forms, add the difference between
the maximum racial template cost and the cost of his native template to the
base 85 points. For instance, a human who can take on any racial template worth
up to 75 points would pay 160 points for Great Shapeshift.
In addition, the caster may purchase
the improved (165-point) version of this spell. This shortens the
transformation time to 1 second.
Statistics: Morph
(Sorcery, -15%) [85]. The improved version adds Reduced Time 4, +80% [+80].
Permanent Shapeshifting
Keywords: None.
Full Cost: 24 points or more; see
text.
Casting Roll: None.
Range: Self.
Duration: Indefinite*.
Change to the form of an animal. Each
animal form is a different spell, to be learned separately. The caster may only
learn the form of an animal with which he is familiar. If he is knocked out
or killed, he immediately reverts to his native form (which will also be
unconscious or dead).
The caster retains his intelligence,
but gains all the physical attributes of the new form. This means that the wearer
cannot cast spells unless he knows them so well that they can be performed
without gestures! Note that FP are not increased for spellcasting purposes.
Each day that the spell continues, the
caster must make a roll against IQ; failure means that the caster loses a point
of IQ, continuing until the normal IQ of that beast is reached. Should the
caster’s IQ drop to 5, he is trapped in beast form forever unless the spell is
removed by Remove Curse (other spells won’t counter it). Lost IQ is regained
when native form is reassumed.
If the caster has a single Permanent
Shapeshifting spell, it costs 24 points for a racial template worth no more
than his native racial template. A more powerful form costs 24 points plus 90%
of the difference in cost between the caster’s native template and that of his
animal form. If the caster has multiple Permanent Shapeshifting spells, he pays
full cost for the most expensive form. The less powerful forms cost a flat 24
points apiece. Minimum cost per form is still 24 points.
Statistics: Alternate
Form (Costs 1 FP, Only to activate, -1%; Magical, -10%; Nuisance Effect, IQ
Reduction, -10%; Reduced Time 4, +80%) [24].
* Despite having Indefinite duration,
this spell only requires 1 FP to cast, but not to maintain.
Shapeshift Others
Keywords: Buff.
Full Cost: 31 points or more.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The caster transforms the subject
into an animal. Clothing and gear weighing no more than his BL change with him.
He cannot shift back on his own; he must wait for the spell to expire or be
dispelled. (This does not change if the sorcerer is the subject.) Each animal
form is a different spell, to be learned separately. The caster may only learn
the form of an animal with which he is familiar. If the subject is knocked out
or killed, he immediately reverts to his native form (which will also be
unconscious or dead).
The subject retains his
intelligence, but gains all the physical attributes of the new form.
Statistics:
Affliction 1 (HT; Advantage, Shapeshift Others, +150%; Extended Duration, 10x,
+40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,
-15%) [31]. Notes: “Shapeshift Others” is Alternate Form (Animal; Can Carry Objects,
No Encumbrance, +10%; Magical, -10%) [15]. If turned into a “usually on”
magical item (GURPS Thaumatology - Sorcery,
pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. This
spell costs 31 points for a racial template worth no more than the subject’s native
racial template. A more powerful form costs 31 points plus 90% of the
difference in cost between the subject’s native template and that of the animal
form. The caster may learn to affect more powerful subjects by investing more
points into this spell.
Shapeshifting
Keywords: None.
Full Cost: 22 points or more; see
text.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
Change to the form of an animal. Each
animal form is a different spell, to be learned separately. The caster may only
learn the form of an animal with which he is familiar. If he is knocked out
or killed, he immediately reverts to his native form (which will also be
unconscious or dead).
The caster retains his intelligence,
but gains all the physical attributes of the new form. This means that the wearer
cannot cast spells unless he knows them so well that they can be performed
without gestures! Note that FP are not increased for spellcasting purposes.
Each hour that the spell continues, the
caster must make a roll against IQ; failure means that the caster loses a point
of IQ, continuing until the normal IQ of that beast is reached. Should the
caster’s IQ drop to 5, he is trapped in beast form forever unless the spell is
removed by Remove Curse (other spells won’t counter it). Lost IQ is regained
when native form is reassumed.
If the caster has a single Shapeshifting
spell, it costs 22 points for a racial template worth no more than his native
racial template. A more powerful form costs 22 points plus 90% of the
difference in cost between the caster’s native template and that of his animal
form. If the caster has multiple Shapeshifting spells, he pays full cost for
the most expensive form. The less powerful forms cost a flat 22 points apiece.
Minimum cost per form is still 22 points.
Statistics: Alternate
Form (Nuisance Effect, IQ Reduction, -20%; Reduced Time 4, +80%; Sorcery, -15%)
[22].
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