Friday 26 May 2017

Sorcery: Enchantment Spells II

Sorcery: Enchantment Spells II

More general enchantment spells! Remove Enchantment disenchants an item. Resist Enchantment makes the item resistant to enchanting. Lesser Wish lets the caster dictate the results of one single roll before it os made. Wish lets him do it after the roll is made.
  
Lesser Wish
Keywords: None.
Full Cost: 155 points.
Casting Roll: IQ. Special casting time.
Range: Self.
Duration: Instantaneous.

Once per hour of play (or one day game time, decide with your GM what method you are going to use beforehand), you may make an IQ roll to specify the result of any one die roll made in his presence, just before that roll is made – except a die roll involving magic. This is not an “action.” It takes no time, and may be done at any time, but the spell must be active. Wholly impossible attempts cannot succeed (the effective skill level must be at least 3), but you can choose any result that would be possible – however improbable – on a single normal die roll.
Statistics: Super Luck (Accessibility, Cannot affect magic rolls, -20%; Requires IQ Roll, -10%; Sorcery, -15%; Wishing, +100%) [155].

Remove Enchantment
Keywords: Resisted (Will or spell).
Full Cost: 260 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Truly Permanent.

This spell lets you remove one enchantment from an item. The sorcerer must state which enchantment he is attempting to suppress.
Note how much the sorcerer’s Will roll (minus range penalties) succeeds by; the subject spell resists with a Quick Contest. Use the spell’s level (if a skill) or the caster’s Will + Talent (if a power); for the latter, the Talent is usually Sorcery Talent or some type of Magery. If the sorcerer wins, the enchantment is removed.
Statistics: Neutralize (Magic; Accessibility, Must target an enchanted item, -20%; Accessibility, One spell at a time, -5%; Cosmic, Removes Enchantments, +100%; Extended Duration, Truly Permanent, +300%; Fixed Duration, +0%; Precise, +20%; Ranged, +40%; Sorcery, -15%) [260].
  
Resist Enchantment
Keywords: Buff.
Full Cost: 28 points or 30 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 1 day.

This spell lets the item resist enchanting. The basic (28-point) version of this spell gives any enchanter attempting to enchant the affected item a -3 penalty to his enchanting rolls. The improved (30-point) version increases the penalty to -8.
Statistics: Affliction 1 (HT; Accessibility, Only on objects, -10%; Advantage, Resist Enchantment, +50%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [28]. Notes: “Resist Enchantment” is Resistant to Enchantment (+3) (Magical, -10%) [5]. Improved version increases the bonus to +8 [+2].
  
Wish
Keywords: None.
Full Cost: 230 points.
Casting Roll: IQ. Special casting time.
Range: Self.
Duration: Instantaneous.

Once per hour of play (or one day of game time, decide with your GM what method you are going to use beforehand), you may make an IQ roll to specify the result of any one die roll made in your presence, just after that roll is made – except a die roll involving magic. This is not an “action.” It takes no time, and may be done at any time, but the spell must be active. Wholly impossible attempts cannot succeed (the effective skill level must be at least 3), but you can choose any result that would be possible – however improbable – on a single normal die roll. Time visibly rewinds and replays differently.
Statistics: Super Luck (Accessibility, Cannot affect magic rolls, -20%; Alter Reality, +75%; Requires IQ Roll, -10%; Sorcery, -15%; Wishing, +100%) [230].

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