Monday, 24 October 2016

Sorcery: More ethical spells

Sorcery: More ethical spells

While statting up some monsters, I've noticed a lack of basic alignment-based spells in Sorcery. The following spells may be useful for sorcerers that use variant moral magic rules from GURPS Thaumatology, particularly so if Sorcery has a divine nature.


Sense (Ethical Category)
Keywords: Information.
Full Cost: 8 or 18 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.

With the basic (8-point) version of this spell, you can immediately sense all nearby beings or manifestations of a particular ethical category (evil, chaos, good, order, etc.), sorted by the direction to each one. The GM will roll against your Per (plus Talent), minus the range penalty to the nearest appropriate manifestation, and inform you if you succeed.
The improved (18-point) version of this spell works as above, except that you know the precise location of each subject. This allows you to cast spells on any of them for as long as each remains in that location – or for the next second, if one is already on the move.
Statistics: Detect (Ethical Category; Cannot Analyze, -10%; Sorcery, -15%) [8]. The improved version adds Precise (+100%) [+10].

  
Dispel (Ethical Category)
Keywords: Buff.
Full Cost: 194 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

A field of ethical energy surrounds the subject. This energy has three effects.
First, the subject gains DR 2 against attacks made by creatures of the specified ethical alignment (chaos, evil, good, law, etc.). This DR takes the form of a field projected a short distance from the subject’s body. This protects the subject’s body – including the eyes – as well as anything he is carrying, and reduces the damage from attacks before armor DR.
Second, this ethical aura banishes any outsider of the specified ethical alignment touching the subject to its home plane. The subject and the outsider make a Quick Contest of Will, and if the subject wins, the outsider is instantly banished to his home plane and cannot return for 1 month. This use discharges the spell and ends its other effects.
Lastly, the subject can dispel any spell cast by a creature of the specified ethical alignment and vulnerable to the Dispel Magic spell. The subject must touch the target of the spell in question to attempt to dispel it. This effect does not care if the spell is beneficial or harmful. Using this effect on a magician of the specified ethical alignment will remove any Buff spells and such that he’d previously cast upon himself, but does not affect any of his more distant ongoing spells nor his spellcasting ability. The spell being dispelled resists with a Quick Contest against the subject’s Will. Use the spell’s level (if a skill) or the caster’s Will + Talent (if a power); for the latter, the Talent is usually Sorcery Talent or some type of Magery. If the subject wins, the spell dissipates; it may be recast normally. This effect has no effect on instantaneous spells (which don’t stick around) or on the secondary effects of lasting spells (e.g., if a mind-controlled bear has mauled people, their wounds don’t go away). Also, some spells explicitly state that they are unaffected by Dispel Magic; such spells require more powerful countermagic, usually Remove Curse (Sorcery, pg. 21). It also cannot end Truly Permanent effects, such as the chaotic magic of enchanted items. This use discharges the spell and ends its other effects.
Statistics: Affliction (Advantage, Dispel (Ethical Category), +1,830%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%; Terminal Conditions, Successful dispel or banishment, -10%) [194]. Notes: “Dispel (Ethical Category)” is DR 2 (Force Field, +20%; Limited, Ethical Category, -60%; Magical, -10%) [5] + Affliction 1 (Will; Accessibility, Only against outsiders of the specific ethical alignment, -50%; Advantage, Banish, +1,400%; Always On, -40%; Aura, +80%; Based on Will, +20%; Disadvantage, Divine Curse (Cannot return to this plane), -10%; Extended Duration on Disadvantage, 30,000x, +180%; Fixed Duration on Disadvantage, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%) [168] + Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Accessibility, Spells cast by creatures of the specified ethical alignment only, -50%; Interruption, -50%; Magical, -10%) [10]. “Banish” is Jumper (Interplanar; Improved, +10%; Limited Access, 20%; Reliable +10, +50%) [140]. The +10 for Reliable cancels the -10 for no preparation. Note: The Improved enhancement removes the auto-fail on 14+.


Protection from (Ethical Category)
Keywords: Buff.
Full Cost: 23 points for level 1 + 11 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The subject is less likely to be affected by spells cast by entities with a specific ethical alignment (chaos, evil, good, law, etc.). Subtract your Protection from (Ethical Category) level from the skill of any being of the specified ethical alignment casting a spell on your subject, and add it to the subject’s roll to resist any spell that offers a resistance roll. For instance, if you have Protection from Evil 3, evil wizards have -3 to cast spells on your subject and your subject gets +3 to resist.
Protection from (Ethical Category) only interferes with spells cast directly on the subject. It provides no benefit against Missile spells (which are cast on the wizard’s hand and hurled at the subject), attacks by magic weapons, or information-gathering spells that aren’t cast directly on the subject. It also has no effect on supernatural powers other than magic; e.g., divine miracles, psionics, or the innate powers of spirits.
Protection from (Ethical Category), and its precise level, can be recognized by any mage who looks at the target’s aura, or by any being of the specified ethical alignment who casts a spell on the subject.
The subject, and all of his carried gear, is protected by an invisible field of pure force that repels attacks made by beings of the specified ethical alignment. This increases his DR by twice the level of this spell (e.g., Protection from (Ethical Category) 3 adds DR 6), cumulative with that from actual armor.
Statistics: Affliction 1 (HT; Advantage, Protection from (Ethical Category), +110%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, 15%) [23]. Notes: Each level of “Protection from (Ethical Category)” is Magic Resistance 1 (Improved, +150%; Limited, Spells cast by beings of a specific ethical alignment, -40%; Magical, -10%) [4] + Damage Resistance 2 (Force Field, +20%; Limited, Ethical Category, -40%; Magical, -10%) [7].

Holy Smite
Keywords: Area (Fixed), Obvious.
Full Cost: 44 points.
Casting Roll: None.
Range: Self.
Duration: Instantaneous.

When this spell is cast, every evil being within four yards immediately takes 2d crushing damage, regardless of DR, insubstantiality, etc. They will see this attack as an explosion of holy energy coming from within you, but non-evil people will see nothing. This damage does not cause knockback.
Statistics: Crushing Attack 2d (Accessibility, Evil Creatures Only, -50%; Affects Insubstantial, +20%; Area Effect, 4 yards, +100%; Cosmic, Irresistible Attack, +300%; Emanation, -20%; Low Signature, +10%; No Knockback, -10%; Sorcery, -15%) [44].

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