Wednesday 11 July 2018

Sorcery: Assorted Spells IV

Sorcery: Assorted Spells IV

Three of the following spells were inspired by spells from the Might & Magic series. Lloyd's Beacon is a mass teleportation spell that transports subjects to a marked location. Town Portal teleports to the central fountain of a town. Souldrinker drains life on any being the caster sees. Corporeal Instability is a spell based on an eponymous ability of the chaos beast.

Corporeal Instability
Keywords: Resisted (HT).
Full Cost: 42 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 minute.

The subject’s body transforms into an amorphous mass for 1 minute. His Basic Move is reduced by 2, he gains Injury Tolerance (Homogenous, No Blood, No Head, No Neck), Invertebrate, Mute, No Legs (Slithers), and No Manipulators. He cannot wear any armor or use any items in this state - they all become useless and fall from the victim’s body. In addition, the victim constantly experiences terrible pain (p. B428). The victim can negate this effect and return to its natural form by taking a Concentrate maneuver a making a successful Will-4 roll. If successful, he retains his shape until the end of his next turn.
Statistics: Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Advantage, Corporeal Instability, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%; Terrible Pain, +60%) [42]. Notes: “Corporeal Instability” is Alternate Form (Amorphous Mass; Magical, -10%; Nuisance Effect, Can be negated for a second via a Will-4 check, -10%) [12]. “Amorphous Mass” is a new meta-trait: Basic Move -2 [-10]; Injury Tolerance (Homogenous, No Blood, No Head, No Neck) [57]; Invertebrate [-20]; Mute [-25]; No Legs (Slithers) [0]; No Manipulators [-50].

Lloyd’s Beacon
Keywords: None.
Full Cost: 120 points.
Casting Roll: IQ; Special casting time and FP cost.
Range: Touch.
Duration: 3d seconds.

This spell teleports the caster to a specific place he has visited before and “marked” by Concentrating for 1 minute and making an IQ roll. There can be only five markers at the same time, creating a new one deletes the oldest one. Each marker lasts (IQ + Talent) weeks before it needs to be refreshed. After the caster teleports, he creates a gate behind him that persists for 3d seconds. Creatures that traverse the gate can carry up to Extra-Heavy Encumbrance when they travel.
As a Concentrate maneuver make an IQ + Talent roll to cast this spell, modified as follows:
Distance: Distance penalties appear on the table below. If actual distance falls between two values, use the higher.
Distance
Penalty
10 yards
0
20 yards
-1
100 yards
-2
500 yards
-3
2 miles
-4
10 miles
-5
100 miles
-6
1000 miles
-7
Add an additional -1 for each 10x increase in distance.
Preparation Time: The amount of time taken to prepare for the teleport affects the IQ roll, as follows:
Preparation Time
IQ Modifier
None
-10
1 second
-5
2 seconds
-4
4 seconds
-3
8 seconds
-2
15 seconds
-1
30 seconds
0
1 minute
+1
2 minutes
+2
4 minutes
+3
8 minutes
+4
15 minutes
+5
30 minutes
+6
1 hour
+7
2 hours
+8
4 hours
+9
8 hours
+10
This table is not open-ended; +10 is the maximum possible bonus.
Removal: If you have a “second-hand” view of the destination, you are at -2 per level of removal. For instance, seeing it on TV or through someone else’s eyes would give -2, while seeing it on a television set that you are viewing through someone else’s eyes would give -4. There is an additional -2 to teleport to a place you have visited but cannot see.
Fatigue Points: Apply a bonus of +1 per additional FP spent. You must declare this before you roll, and you lose the FP whether you succeed or fail. You never have to spend FP, but it is usually a good idea if you must travel far or without much preparation.
On a success, the you to your target destination and leave the gate behind you. On a failure, the teleportation fails and you strain your teleporting ability: you are at -5 to cast this spell again in the next 10 minutes. On a critical failure, you teleport, but to the wrong destination. This can be anywhere the GM wishes! It need not be dangerous, but it should seriously inconvenience you. In addition, your spell temporarily “burns out” and will not function again for 1d hours.

Statistics: Warp (Anchored, Markers, -40%; Extra Carrying Capacity, Extra-Heavy, +50%; Requires Concentrate, -15%; Sorcery, -15%; Tunnel, After, +40%) [120].

Souldrinker
Keywords: Resisted (HT).
Full Cost: 75 points for level 1 + 12 points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.

You can steal HP from a victim to replenish your own. You must be able to see your victim with your unaided sight while stealing his life. If the victim fails to resist, he loses HP equal to the level of this spell; for every 1 HP he loses, you recover 1 HP.
Statistics: Leech 1 (Accelerated Healing, +25%; Based on HT, +20%; Malediction 2, +150%; Ranged, +40%; Sorcery, -15%; Vision-Based, Reversed, -20%) [75 + 12/additional level].


Town Portal
Keywords: None.
Full Cost: 110 points or 130 points.
Casting Roll: IQ; Special casting time and FP cost.
Range: Touch.
Duration: 3d seconds.

This spell teleports the caster to the central fountain of a city or town the caster has visited before. After the caster teleports, he creates a gate behind him that persists for 3d seconds. Creatures that traverse the gate can carry up to Extra-Heavy Encumbrance when they travel.
The basic (110-point) version of this spell teleports the caster to the nearest town that meets the requirements, while the improved (130-point) version teleports him to any city or town with a central fountain that the caster has visited before. Creatures that traverse the gate can carry up to Extra-Heavy Encumbrance when they travel.
As a Concentrate maneuver make an IQ + Talent roll to cast this spell, modified as follows:
Distance: Distance penalties appear on the table below. If actual distance falls between two values, use the higher.
Distance
Penalty
10 yards
0
20 yards
-1
100 yards
-2
500 yards
-3
2 miles
-4
10 miles
-5
100 miles
-6
1000 miles
-7
Add an additional -1 for each 10x increase in distance.
Preparation Time: The amount of time taken to prepare for the teleport affects the IQ roll, as follows:
Preparation Time
IQ Modifier
None
-10
1 second
-5
2 seconds
-4
4 seconds
-3
8 seconds
-2
15 seconds
-1
30 seconds
0
1 minute
+1
2 minutes
+2
4 minutes
+3
8 minutes
+4
15 minutes
+5
30 minutes
+6
1 hour
+7
2 hours
+8
4 hours
+9
8 hours
+10
This table is not open-ended; +10 is the maximum possible bonus.
Removal: If you have a “second-hand” view of the destination, you are at -2 per level of removal. For instance, seeing it on TV or through someone else’s eyes would give -2, while seeing it on a television set that you are viewing through someone else’s eyes would give -4. There is an additional -2 to teleport to a place you have visited but cannot see.
Fatigue Points: Apply a bonus of +1 per additional FP spent. You must declare this before you roll, and you lose the FP whether you succeed or fail. You never have to spend FP, but it is usually a good idea if you must travel far or without much preparation.
On a success, the you to your target destination and leave the gate behind you. On a failure, the teleportation fails and you strain your teleporting ability: you are at -5 to cast this spell again in the next 10 minutes. On a critical failure, you teleport, but to the wrong destination. This can be anywhere the GM wishes! It need not be dangerous, but it should seriously inconvenience you. In addition, your spell temporarily “burns out” and will not function again for 1d hours.
Statistics: Warp (Anchored, Nearest town with a central fountain that you have visited before, -50%; Extra Carrying Capacity, Extra-Heavy, +50%; Requires Concentrate, -15%; Sorcery, -15%; Tunnel, After, +40%) [110]. Note: The improved version replaces Anchored, Nearest town with a central fountain that you have visited before, -50% with Anchored, Town with a central fountain that you have visited before, -30% [+20].


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