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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