Sorcery: Ethical Spells
GURPS Thaumatology adds several ethical spells for settings where magic interacts with ethical categories. Exclude (Ethical Category) works like a specialized Pentagram. Loyalty of (Ethical Category) charms the subject. Repel (Ethical Category) creates a zone of repulsion. Seek (Ethical Category) detect manifestations of ethics. I don't know why most of the tables look messed up when I paste them here, but I can't do anything about it, sorry.
Exclude (Ethical Category)
Keywords: Area (Leveled).
Full Cost: 203 points for level 1 +
25 points/additional level (or more).
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The sorcerer conjures a translucent dome
that repels (or at least slows) all attacks (both mundane and magical) made by
beings of a specific ethical alignment (evil, chaos, good, order, etc.), contains
such beings inside, even if they are insubstantial. Any being of the specified
ethical alignment wishing to cross the barrier may try to force its way through
it as a free action (one attempt per turn): the creature rolls thrust damage and
if this overcomes the spell’s DR, it gets through. This does not dispel the spell,
which simply seals closed behind the creature. Slams and collisions with the spell
inflict their usual damage for the purpose of breaking through, but the collider
takes no damage, as the barrier absorbs kinetic force.
Spells can be cast within the dome,
but no spell, except for the summoning ones, can cross its barrier in either
direction. Jet and Missile spells that hit the dome simply dissipate rather
than contesting its DR.
This spell must be cast on a star-shaped
figure drawn on the floor or ground. If part of the pentagram is cut or erased,
its power will be lost until the caster can rejoin the pentagram – all this
requires is a piece of chalk and time (usually just a second) to draw the line.
By default, Exclude (Ethical
Category) provides DR 10. However, more potent versions are available that
multiply DR and full cost by the same amount:
DR
|
Full Cost
|
10
|
203 points for level 1 + 25
points/additional level
|
20
|
363 points for level 1 + 50
points/additional level
|
30
|
523 points for level 1 + 75
points/additional level
|
50
|
843 points for level 1 + 125
points/additional level
|
100
|
1686 points for level 1 + 250
points/additional level
|
Statistics:
Damage Resistance 10 (Accessibility, Must be cast on a pentagram, -40%; Affects
Insubstantial, +20%; Affects Others, +50%; Area Effect, 2 yards, +50%; Extended
Duration, 300x, +100%; Force Field, +20%; Limited, Ethical Category, -40%; Ranged,
+40%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%; Visible, -10%) [160]
+ Rules Exemption (Magical abilities can coexist with anti-magical Static) [1]
+ Static (Magic; Accessibility, Ethical Category, -40%; Accessibility, Must be
cast on a pentagram, -40%; Area Effect, 2 yards, +100%; Only around the border
of the area, -0%; Ranged, +40%; Magical, -10%; Visible, -10%) [42]. Additional
levels increase Area Effect (+50%) [+25 and +15]. More powerful versions leave
Rules Exemption and Static as is but multiply DR and the cost of DR by 2, 3, 5,
or 10. As a special effect, this forms a hemispherical dome, not a cylinder.
Loyalty of (Ethical Category)
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ. Use IQ (again) or
Brainwashing to add the disadvantage.
Range: Unlimited.
Duration: 10 months.
You can temporarily make the subject,
who must be a being of a specific ethical category (evil, chaos, good, law,
etc.) your loyal friend, adding him the Sense of Duty (Caster) (see p. B153)
disadvantage. If the subject is willing, no resistance roll is needed. If not, he
resists with Will and must be completely immobilized or otherwise under your
control while you cast the spell. Successful casting gets you inside of his
head. You must then win a second Quick Contest of IQ vs. Will – or make another
unopposed IQ roll, for a willing subject. You may substitute Brainwashing for
IQ, if better.
Statistics:
Mind Control (Accessibility, Only against beings of a specific ethical
alignment, -40%; Accessibility, Only to add Sense of Duty (Caster), -50%;
Conditioning Only, -50%; Extended Duration, 100x, +80%; Fixed Duration, +0%;
Sorcery, -15%) [10].
Repel (Ethical Category)
Keywords: Area (Leveled).
Full Cost: 42 points for level 1 + 12.5 points/additional level* (or more).
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 30 seconds.
You can create a zone of repulsion that repels creatures of a particular
ethical category (evil, chaos, good, order, etc.) anywhere within 100 yards of
you. To place the zone
at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4
for affecting an area. An intangible force moves
objects within the area without touching them. The force can move any being of
the chosen ethical category it has strength enough to lift, at a Move equal to
your Repel ST, modified as usual for encumbrance level (see Encumbrance and Move, p. B17).
Repel (Ethical Category) can only move things directly from its center. It
takes a Ready maneuver to move an unresisting object, or an Attack maneuver to
affect an active opponent. Repel (Ethical Category) can’t strike blows, manipulate
objects, or hold an enemy in place or prevent him from attacking. It simply
causes objects to move until they’re in contact with the border of the spell’s
area, whereupon they are free to move or they’re held there against a hard
obstacle with Repel’s telekinetic ST until the duration runs out. Objects can
only move or be moved in the opposite direction if the mover wins a Quick Contest
of his ST or TK level against your Repel ST.
The basic (42-point) version of this spell lets you affect an area up to 2 yards across and has ST 5. Each additional doubling of area adds 12.5 to basic cost; the GM sets the cap on this increase, but 128 yards is the recommended maximum. For an additional +100% to cost (including any increased area), rounded up, the ST can be upgraded to 10 or more. This is summarized in the table below.
Repel ST | 2 yards | 4 yards | 8 yards | 16 yards | 32 yards | 64 yards | 128 yards |
5 | 42 points | 54 points | 67 points | 79 points | 92 points | 104 points | 117 points |
10 | 83 points | 108 points | 133 points | 158 points | 183 points | 208 points | 233 points |
15 | 124 points | 162 points | 199 points | 237 points | 274 points | 312 points | 349 points |
20 | 165 points | 215 points | 265 points | 315 points | 365 points | 415 points | 465 points |
Statistics: Telekinesis 5 (Accessibility, Ethical Category, -40%; Area Effect, 2 yards, +50%; Extended Duration on Persistent, 3x, +20%; Increased Range, 10x, +30%; Independent, +40%; Persistent, +40%; Repulsion, -60%; Sorcery, -15%) [42]. Additional levels add more Area Effect (+50%) to the advantage [+12.5*].
* Calculate the total cost, then
round down.
Seek (Ethical Category)
Keywords: Information.
Full Cost: 21 points or 31 points.
Casting Roll: Per. Use IQ for
analysis.
Range: Unlimited.
Duration: Instantaneous.
After casting, the GM rolls against the
sorcerer’s Per, with a penalty based on the distance to the nearest significant
manifestation of an ethical category (evil, chaos, good, order, etc.). The
basic (21-point) version of this spell takes standard range penalties. The improved
(31-point) one uses long-distance modifiers. If successful, the caster knows
the exact distance and direction to the manifestation of an ethical category,
and may make a follow-up IQ roll (at no penalty) to learn basic details about
it (e.g., “it’s an evil being” or “it’s a golem possessed by a demonic spirit”).
Any known manifestations of ethical
categories may be excluded if the caster mentions them before casting.
Statistics:
Detect Ethical Category (Precise, +100%; Selective Effect, +20%; Sorcery, -15%)
[21]. The improved version adds Long-Range 1 (+50%) [+10].
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