Wednesday 22 November 2017

Sorcery: Wizardry

Sorcery: Wizardry

Sorcery is my favorite magic system for GURPS, because it is based on the most customizable part of the system – advantages. While the barebones Sorcery is a fine system as is, it can be customized to get a different feel. In this post, I will expand on the scholarly variant of Sorcery that should emulate vanilla Magic and D&D wizards. Initially, I mentioned this variant in the Modifying Sorcery post.
This framework is an outdated version, it was revised here.



First, we want the spells have a Hard skill attached to them (see Skill for Everyone, GURPS Powers, p. 162). This will make magic have a more scholarly and scientific feel. This is accomplished by adding the Requires IQ Roll, -10% limitation to all spells that do not require an IQ roll by default. Although, the caster can cast it at a default (IQ-6), but he still must have the spell in his grimoire to be able to cast or improvise the spell. This also opens up a possibility of magical styles that have unique spell-based techniques a la GURPS Psionic Powers.

Second, spells should require somatic, verbal, and/or material components. This is accomplished by adding the Requires Magic Words, -10%, Required Gestures, -10%, and/or Requires Material Component, -10% limitations to the spells. The combinations of these limitations may vary from spell to spell. This will make spellcasters easier to counter.

Third, FP cost should not be always 1 FP. This will add a bit of bookkeeping, but is useful for balancing powerful spells, such as Teleport. The same applies to casting times.

Fourth, if we want to preserve the prerequisites trees, we could include them. However, this could not work right, when we consider improvisation. Is the spell considered to be known only when bought as a memorized spell, or is a spell that can be improvised considered to be known? Talent level requirements work okay, even GURPS Powers suggests this approach to some powers. On the other hand, the spell could be considered to be known, if the caster has spent any number of points on the appropriate skill. That works fine, I think.

Fifth, improvisation should be limited to spells written in the caster’s grimoire, and should take a while. This limits the caster’s combat flexibility, but still allows him to be flexible outside of combat. This calls for the Accessibility, Grimoire, -20% (the limitation value was taken equivalently to Spells Only), Preparation Required, 1 minute, -20% limitations applied to Sorcerous Empowerment. This still leaves some space for the Limited Scope or Limited Colleges limitations for specialist wizards. To increase utility, the caster must be able to improvise an appropriate spell skill in addition to the spell he is improvising, but cannot improvise it past IQ+0 or Thaumatology+0 (whichever is better), i.e. spend more than 4 points on it. To accomplish that, we make an additional linked modular ability for skills. The second slot should be static - it should only contain 4 points at all levels. Both slots must be rearranged at the same time. Thus, Sorcerous Empowerment must get the Link, +10% enhancement. Then, we create another custom Modular Ability with the base cost of 5 points and per point cost of 5 points. We apply Preparation Required, 1 minute, -20%, Limited, Spells Only, -20%, Link, +10%; Magical, -10%, Reduced Time 1, +20%. Note that we do not need Physical, +100% here. This gives us the total limitation value of -20%. As a result, this 4-point skill slot will cost (5+5*4)*0.8 = 20 points. We will add it to the level 1 cost of the advantage slot. Thus, a caster with Sorcerous Empowerment 2 (total cost of 41 points) can improvise a 2-point spell and 4 points in the spell’s skill to avoid casting it at a default, or use hardcore improvisation to improvise a 37-point spell and 4 points in the spell’s skill or a 39-point spell and 2 points in the spell's skill, and so on. Note that Talent applies to these spells too.
Also, you should note that the one minute of preparation and book-reading can be done in advance - a wizard can improvise a spell and cast it later, unless they decide to improvise another spell.

After all adjustments, the Sorcerous Empowerment (Wizardry) costs 34 points for level 1, and +7 points per additional level.

Remember that the unmodified cost of the trait is 45 points + 10 points/level if you are going to add additional modifiers. For the sake of simplicity, I will list here the prices with -40%, -30%, -20%, and -10% limitations (usual limitation values if you want to narrow the scope).

Wizardry with -10% costs 30 points for level 1 + 6 points/additional level.
Wizardry with -20% costs 25 points for level 1 + 5 points/additional level.
Wizardry with -30% costs 21 points for level 1 + 4 points/additional level.
Wizardry with -40% costs 16 points for level 1 + 3 points/additional level.

So, each -10% removes 4.5 points from the first level cost and 1 point from the additional level cost.

SAMPLE SPELLS

Create Air
Keywords: None.
Full Cost: 4.5 points/level*.
Casting Roll: Create Air (IQ/Hard).
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 10 seconds or permanent; see text.

This spell allows you to create breathable air where none exists. To do so, take a Concentrate maneuver and roll vs. skill. Success means the air appears in hand or within arm’s reach (for example, within a container you are holding). Failure means nothing happens. Critical failure means the creation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
The caster can fill an area up to one yard in radius per level with air. 1 cubic foot of air is enough for one person to breathe for 1 minute.
Statistics: Create Air (Magical, -10%; Reduced Fatigue Cost 1, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [4.5/level*].
* Calculate the total cost and round up.

Create Fire
Keywords: Area (Leveled).
Full Cost: 8 points for level 1 + 2 points/additional level.
Casting Roll: Create Fire (IQ/Hard).
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Five minutes.

Like in Pyramid #3-63.
Statistics: Burning Attack 1d-1 (Area Effect, 2 yards, +50%; Based on IQ, +20%; Costs 1 FP, -5%; Extended Duration, 30x, +60%; Magical, -10%; Persistent, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [8]. Improved versions add Area Effect (+50%/level).

Create Water
Keywords: None.
Full Cost: 4.5 points/level*.
Casting Roll: Create Water (IQ/Hard).
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Permanent.

This spell allows you to create pure water. To do so, take a Concentrate maneuver and roll vs. skill. Success means the water coalesces in hand or within arm’s reach (for example, within a flask you are holding). Failure means nothing happens. Critical failure means the creation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
The produced water can weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on.
Statistics: Create Water (Magical, -10%; Reduced Fatigue Cost 1, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [4.5/level*].
* Calculate the total cost and round up.

Detect Magic
Keywords: Information.
Full Cost: 5 points.
Casting Roll: Detect Magic (IQ/Hard).
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.

Like in GURPS Thaumatology – Sorcery.
Statistics: Detect (Magic; Costs 1 FP, -5%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Touch- or Vision-Based, -15%) [5].

Ignite Fire
Keywords: None.
Full Cost: 1 or 4 points.
Casting Roll: Ignite Fire (IQ/Hard).
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch or 100 yards.
Duration: Instantaneous.

Like in GURPS Thaumatology – Sorcery.
Statistics: Burning Attack 3 points (Based on IQ, +20%; Costs 1 FP, -5%; Incendiary, +10%; Magical, -10%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; No Wounding, -50%; Requires Gestures, -10%; Requires Magic Words, -10%; Vision-Based, Reversed, -20%) [1]. The improved version replaces Melee Attack and Vision-Based with Increased 1/2D, 10x, for a net +70% [+3].

Lend Energy
Keywords: None.
Full Cost: 18 points.
Casting Roll: Lend Energy (IQ/Hard).
Components: V, S.
Cost: Any; see text.
Casting Time: 2 seconds.
Range: Touch.
Duration: Instantaneous.

By making physical contact with a subject, you may immediately heal him 1 FP per 1 FP spent to cast this spell (this spell may cost any amount of FP to cast, unlike normal spells). You may lend energy to subjects of your own race and any “similar” races (GM’s call); e.g., a human can lend energy to other humans but not dogs or plants. This spell cannot increase the subject’s FP score above its normal maximum.
Your casting roll is at -2 if the subject is unconscious. In addition, if used more than once per day on a given subject, you are at a cumulative -3 per successful lending. Failure costs you 1d FP instead of the usual 1 FP!
Statistics: Healing (Heals Fatigue Only, +0%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [18].

Purify Air
Keywords: None.
Full Cost: 8 points/level.
Casting Roll: Purify Air (IQ/Hard).
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Permanent.

This spell removes all impurities from the air in its area of effect.
To cast the spell, the caster touches the air he wishes to purify, takes a Concentrate maneuver and rolls vs. skill. Success means he purifies it successfully. Failure means nothing happens. Critical failure means the transformation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
Purification costs 1 FP per use.
The caster can purify an area of air up to one yard in radius per level.
Statistics: Create (Accessibility, Only to transform into breathable air, -20%; Transmute Gas to Gas, +50%; Transmutation Only, -100%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [8/level].

Purify Water
Keywords: None.
Full Cost: 1 points/level.
Casting Roll: Purify Water (IQ/Hard).
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Permanent.

This spell removes all impurities from water, rendering it drinkable. To cast the spell, the caster touches the water he wishes to purify, takes a Concentrate maneuver and rolls vs. skill. Success means he purifies it successfully. Failure means nothing happens. Critical failure means the transformation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
Purification costs 1 FP per use.
The caster can purify an amount of water weighing up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on.
Statistics: Create (Accessibility, Only to transform into drinkable water, -20%; Transmute Water to Water, +50%; Transmutation Only, -100%; Magical, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [1/level].

Seek Earth
Keywords: Information.
Full Cost: 50 points or 65 points.
Casting Roll: Seek Earth (IQ/Hard).
Components: V, S.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: Unlimited.
Duration: Instantaneous.

After casting, the GM rolls against the wizard’s skill, with a penalty based on the distance to the nearest significant amount of any one type of earth or stone. The basic (50-point) version of this spell takes standard range penalties. The improved (65-point) one uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the source of earth or stone, and may make a follow-up skill roll (at no penalty) to learn basic details about it (e.g., “it’s a chunk of granite” or “it’s fertile soil”).
Any known instances of earth or stone may be excluded if the caster mentions them before casting.
Statistics: Detect Earth (Costs 1 FP, -5%; Magical, -10%; Precise, +100%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Effect, +20%; Takes Extra Time 2, -20%) [50]. The improved version adds Long-Range 1 (+50%) [+15].

Seek Water
Keywords: Information.
Full Cost: 50 points or 65 points.
Casting Roll: Seek Water (IQ/Hard).
Components: V, S.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: Unlimited.
Duration: Instantaneous.

After casting, the GM rolls against the wizard’s skill, with a penalty based on the distance to the nearest significant amount of water. The basic (50-point) version of this spell takes standard range penalties. The improved (65-point) one uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the source of water, and may make a follow-up skill roll (at no penalty) to learn basic details about it (e.g., “it’s a bottle of water” or “it’s a pond”).
Any known sources of water may be excluded if the caster mentions them before casting.
Statistics: Detect Water (Costs 1 FP, -5%; Magical, -10%; Precise, +100%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Effect, +20%; Takes Extra Time 2, -20%) [50]. The improved version adds Long-Range 1 (+50%) [+15].

Shape Air
Keywords: None.
Full Cost: 13 points/level.
Casting Roll: Shape Air (IQ/Hard).
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: 100 yards.
Duration: Indefinite.

You can control the shape of air in an area, which must have an initial radius (in yards) no greater than your level of this spell. This even allows you to “walk” the air, with a Move equal to your spell level. You cannot split the air into multiple components – it must remain one continuous area – but you do not have to leave it in a circular shape. You must actively concentrate while shaping or moving the air, but may otherwise maintain this spell normally (no concentration required).
Statistics: Control Air (Accessibility, Only to shape and move air, -30%; Costs 1 FP, -5%; Magical, -10%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [13/level].

Shape Earth
Keywords: None.
Full Cost: 13 points/level.
Casting Roll: Shape Earth (IQ/Hard).
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: 100 yards.
Duration: Indefinite.

You can shape and move earth, including asphalt, brick, ceramic, concrete, and rock, but not purified metals. The higher your level of Shape Earth, the larger the quantity you can affect. You can affect up to 10 x (level squared) lbs. of earth in the form of a single object or amorphous mass. For example, Shape Earth 3 would let you affect a 90-lb. stone slab or even 90 lbs. of pebbles in a heap . . . but against a foe with a 8-lb. stone club and a 15-lb. stone shield you could only affect one target, even though the total weight is much less than your limit.
Shape Earth doesn’t work on complex, manufactured artifacts unless they’re made almost entirely of earth or stone. You could affect a stone club, but not a complex mechanism with only a few stone parts.
If your target is already under someone else’s direct control, roll a Quick Contest. You roll against skill they roll against skill if using Control or Telekinesis, their skill level if using a spell, and so on. You must win to establish control. Likewise, others can overpower your spell by winning a Quick Contest against your skill.
After establishing control, you can reshape the target. Forming a simple shape (blob, column, sphere, etc.) requires a Concentrate maneuver but no die roll. If the result is meant to be beautiful or functional, though, the GM may deem the effort a long task (see p. B346) and require skill rolls against Armoury, Artist, Machinist, and so on. You can work without tools, but you must know what you’re doing.
You can also cause the target to elongate or flow at a Move equal to your Shape Earth level. This requires constant concentration. You can make a solid stone object ooze, roll, or seep along the ground or a surface, and even reshape it in ways that defy gravity.
When you stop concentrating, you immediately give up control. Stable forms become permanent, while unstable ones collapse instantly.
Defensively, Shape Earth lets you move or shape earth to obstruct attacks. This requires a Concentrate maneuver. Such barriers give whatever cover the material normally provides. For instance, it might let you shape a stone slab into armor with the DR of stone by making an Armoury roll.
Offensively, Shape Earth is more limited. By concentrating, you can move an existing stone object to impede your enemy’s movement, like any object of that weight. In all cases, your foe can dodge.
If a foe is standing in an area where you control earth, – or if you can move earth onto him – you may inflict combat penalties on him. This requires flexibility on the GM’s part: Shape Earth 10 might cause a mini-earthquake if your foe is standing on the ground good for -10 to attack rolls. Tricks like this require a Concentrate maneuver and an IQ or Tactics roll.
Statistics: Control Earth (Accessibility, Only to shape and move earth, -30%; Costs 1 FP, -5%; Magical, -10%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [13/level].

Shape Fire
Keywords: None.
Full Cost: 13 points/level.
Casting Roll: Shape Fire (IQ/Hard).
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: 100 yards.
Duration: Indefinite.

Like in GURPS Thaumatology – Sorcery.
Statistics: Control Fire (Accessibility, Only to shape and move fire, -30%; Costs 1 FP, -5%; Magical, -10%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [13/level].

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