Sorcery: Enchantment Spells
Pyramid #3-102 has a very nice article about crafting imbuements. The author of the article made a post on his blog, providing us a few new crafting imbuement skills. Let's turn them into spells! This sure required some additional fiddling with inserting new enhancements while converting skills into advantaged, but I think I did everything right. Adjustable Clothing enables an item of clothing or armor to change its size to fit the wearer. Hex makes an item impossible to remove. Loyal Sword makes the weapon fly back to its wielder when dropped or thrown. Quick-Draw lets the wielder instantly draw the subject weapon.
Adjustable Clothing
Keywords: Armor Buff.
Full Cost: 47 points for level 1 + 18
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 1 day.
Causes an item of clothing to adjust
to fit whoever wears it, within limits. The adjustment occurs as the wearer
begins to put it on, so the enchantment won’t be discovered if someone picks up
the item and immediately discards it as “obviously” the wrong size. When
removed, the item returns to its original size. The change in size does change
weight as well; an object that doubled in size would increase in weight
eightfold. If the duration runs out when the item is not of its original size,
it returns to its original size as soon as the wearer takes it off. Each level
of this spell allows the item to grow or shrink up to (1 – spell level) band of
SM. For example, a pair of SM+0 pants affected by Adjustable Clothing 2 would
be able to grow or shrink to fit a SM-1 or SM+1 being, and SM+0 suit affected
by Adjustable Clothing 1 would be “one size fits all” as long as the wearer is
SM+0.
This spell acts as if it were one
level lower for rigid or metal armor (or two
levels lower for both), and as two levels lower if the item covers all hit
locations.
Statistics:
Affliction 1 (HT; Accessibility, Only on clothing and armor, -20%; Advantage,
Adjustable Clothing 1, +250%; Extended Duration, 1,000x, +120%; Fixed Duration,
+0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [47].
Additional levels add further Adjustable Clothing to the Advantage enhancement
(+180%) [+18]. Notes: “Adjustable
Clothing 1” is 25 points, per Enhances or
Transforms an Existing Attack (GURPS
Thaumatology: Sorcery, p. 11). Each additional level removes -2 in effect
penalties. This spell is based on the Adjustable Gear imbuement skill from this
blog post.
Hex
Keywords: Buff.
Full Cost: 273 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
Makes the item impossible to put down/take
off/get out of/etc. In itself, this effect is merely inconvenient, and can even
be useful – for instance, you will never drop a hexed weapon, and a hexed pair
of glasses will never fall off. However, if the hexed object has another malign
spell on it, it becomes much more dangerous. The hex effect is “always on.”
To escape from a hexed object, you must
remove or suppress the enchantment, find someone to cast a Remove Curse spell
(Dispel Magic does not work), or amputate the body part involved. Attempts to
break or cut off the hexed item will fail (or result in amputation). GMs should
permit this rule to have illogical results, if necessary, to keep the hexed
object on the victim. Hexes aren’t logical!
Statistics:
Affliction 1 (HT; Accessibility, Only on objects, -10%; Advantage, Hex, +2,530%;
Cosmic, Immune to Dispel Magic, +50%; Extended Duration, 10x, +40%; Fixed Duration,
+0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [273].
Notes: “Hex” is 253 points, per Enhances
or Transforms an Existing Attack (GURPS
Thaumatology: Sorcery, p. 11). This spell is based on the Summonable Gear
imbuement skill from this blog post.
Loyal Sword
Keywords: Weapon Buff.
Full Cost: 40 or 51 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes or Permanent.
The subject weapon seeks to return to
the wearer’s hand if it is dropped or thrown – even if the wearer becomes unable
to fight. When dropped, it returns on the next turn, as though it was drawn
again. When thrown, it flies until it hits something or falls to the ground, and
then returns in as straight a line as possible, with a Move equal to the
caster’s IQ. It avoids enemies and obstacles when returning!
A loyal weapon can be trapped, captured
out of the air, etc., while returning, but it requires a DX-4 roll to catch it,
and its constant attempts to return to its owner give anyone else a -4 to fight
with it.
The basic (40-point) version lasts
for 30 minutes. The improved (51-point) version lasts permanently. Should the
owner die, the weapon returns to the dead body, but then becomes loyal to the
first creature to pick it up. A loyal weapon can be sold or given away at any
time, but the transaction must be wholly voluntary; it is then loyal to the new
owner.
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Loyal Sword,
+260%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x,
+15%; No Signature, +20%; Sorcery, -15%) [40]. Notes: “Loyal Sword” is Imbue 2 (Limited Skill Access, One Skill, -80%) [4] + Unusual Training [1] + Returning Weapon (VH) DX [8] modified
with Cosmic, No die roll required (+100%), Magical (‑10%), Reduced
Fatigue Cost 1 (+20%), Nuisance Effect, Does not return projectiles (-10%) for
a final cost of 26 points. The improved version replaced Extended Duration,
10x, +40% with Extended Duration, Permanent, +150% [+11]. This spell is based
on the Returning Weapon imbuement skill from Pyramid #3-13.
Quick-Draw
Keywords: Weapon Buff.
Full Cost: 14 points for level 1 + 4
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
This spell gives a +1 to Fast-Draw
rolls to draw the enchanted weapon per level.
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Quick-Draw 1,
+40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [14]. Additional levels add further Accuracy to the Advantage
enhancement [+4]. Note: Each level of “Quick-Draw” is DX 1 (Accessibility, Only
to Fast-Draw this weapon, -80%; Magical, -10%) [4/level].
No comments:
Post a Comment