Wednesday, 24 May 2017

Sorcery: Weapon Enchantments II

Sorcery: Weapon Enchantments II

More weapon enchantments! Cornucopia lets the caster create projectiles in his quiver or another container. Dancing Weapon animates a weapon. Ghost Weapon lets the weapon harm insubstantial beings. Weapon Spirit transfers mental traits of a deceased being to a weapon.
   
Cornucopia
Keywords: None.
Full Cost: 1 point.
Casting Roll: None.
Range: Self.
Duration: Indefinite.

While this spell is active, you can create any mundane projectile (arrow, bolt, sling bullet, armor-piercing tracer shell, etc.) weighing 1 lbs. or less; it appears in your quiver, bag of pellets, or other container of ammunition, but it must be taken out by hand. Projectiles created this way vanish when the spell ends, so they cannot be sold.
Statistics: Cinematic Option (Infinite Ammunition; Magical, -10%) [1].

Dancing Weapon
Keywords: Weapon Buff.
Full Cost: 21 points/level.
Casting Roll: None.
Range: 10 yards.
Duration: Indefinite.

Animates a weapon that will fly and fight on its own as if wielded by an invisible set of arms. The weapon has ST and Move equal to the 4*(spell level), and the caster’s weapon skills.
Statistics: Telekinesis 4 (Independent, +40%; One Task, Wielding Weapons, -20%; Sorcery, -15%) [21]. Each additional level adds Telekinesis 4 [+21].
   
Ghost Weapon
Keywords: Weapon Buff.
Full Cost: 25 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell allows the weapon to affect ghosts and other insubstantial beings, as if it had the Affects Insubstantial enhancement (B102).
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Ghost Weapon, +150%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [25]. Notes: “Ghost Weapon” is Blessed (Ghost Weapon; Magical, -0%) [15]. Magical costs -0% because Blessed already includes the Divine power modifier. Magical, -0% just replaces it.


Weapon Spirit
Keywords: Buff.
Full Cost: 174 points.
Casting Roll: None. Special casting time.
Range: Touch.
Duration: Instantaneous.

Transfers the personality and some of the intelligence of a recently deceased being to a weapon. The spell is at -1 for each full day that elapsed between the donor’s death and the casting (or the beginning of the enchantment). Most of the body must be present at the beginning of the enchantment or casting, but may disposed of after it commences. The casting requires 1 hour of uninterrupted concentration, during which the caster must touch both the dead body and the weapon.
The caster can pass on as little or as much of the donor’s IQ as he wishes to the weapon, as well as some of the donor’s skills, advantages, and disadvantages. The weapon has no memory of its former existence. Although the weapon has no sensory organs, it possesses sight and hearing (these are considered mental traits for the purpose of transferring). Quirks (or disadvantages reduced to quirk level) are sometimes transferred from the donor to the weapon, whether the caster wants them or not.
The subject’s consciousness even can cast any spell that it knows at skill 20 or above (i.e., castable without speech or gesturing). It may communicate at a distance via telepathy-type spells, if it knows any.
If a new body comes near the weapon, the consciousness may try to take it by a Possession, Permanent Possession, or Exchange Bodies spell if it knows such a spell. In that case, the soul of that body goes into the weapon. But if the soul is in a weapon, anything that destroys the weapon will kills the consciousness permanently – beyond hope of resurrection.
Each time the weapon gets a new wielder, the weapon must make a single reaction roll, which sets the tone for its relationship with the wielder from that point on.
The weapon’s skills cannot be improved, although skills such as History or Area Knowledge may be kept current through the absorption of new knowledge.
Statistics: Affliction 1 (HT; Accessibility, Requires a weapon nearby, -10%; Advantage, Weapon Spirit, +1,700%; Cosmic, Affects the dead, +50%; Immediate Preparation Required, 1 hour, -75%; Melee Attack, Reach C, -30%; No Signature, +20%; Nuisance Effect, Time penalties, -10%; Sorcery, -15%; Variable, +5%) [174]. Notes: “Weapon Spirit” is Possession (Accessibility, Only weapons, -20%; Cosmic, Retains senses, +100%; Magical, -10%) [170]. This version of Cosmic lets the caster affect the dead, but forbids using the spell on the living.

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