Tuesday, 1 November 2016

Sorcery: Truename Magic

Sorcery: Truename Magic

As I said in the previous post, Tome of Magic provides three magic subsystems. Truename magic is rich in flavor, but suffers from terrible implementation. I remember one player and I were playing some homebrew "fixed" truenamers in D&D and had a lot of fun.
It looks like the authors came up with these subsystems by capitalizing on one of the spell components. Shadow magic only requires gestures, and truename magic requires only magical words.  But truenaming also had this unique thing - every utterance had an additional reversed version of itself. Here's my attempt at bringing this system over to GURPS.
Truename magic is a branch of arcane magic that also utilizes the Sorcery system, although without the Alternative Rituals rule. The truenamers use Truespeech, the fundamental language of the universe, to create magical effects. They do not require gestures, magical words pronounced with a normal conversation volume level are enough. This adds the Requires Magic Words, -10% limitation to all truenaming spells.
Names
As described in GURPS Thaumatology and Pyramid #3-114, truename spells are cast at a bonus or a penalty the depends on the caster’s knowledge of his subject’s name. Each true name is a perk that the caster must research, using the rules described under Research (Pyramid #3-114, page 13). But usually even a name less specific than the true name can be used to receive a bonus.
Spells with the Name Required are cast at a -9 penalty if the caster does not know the subject’s name at all, knows his pseudonym, nickname, or public name.
To get a bonus when casting a Name Required or Named Target spell, the caster has to at least know the subject’s legal name. Bonuses are described in more detail in the Other Names sidebar (Pyramid #3-114, page 14).
Truename buff and weapon buff spells are very hard to use when you do not know the subject’s name, and work well if you know the subject’s true name. Rolls made to cast them are made at a penalty if the caster does not know the name of his subject, and at a bonus if he does. This applies the Name Required, -5% (Pyramid #3-114, page 15) limitation to all Buff and Weapon Buff spells. To show that this is the way the spell works, we will add the Name Required keyword.
Truename information, resisted, and other Malediction-like spells are not penalized for the lack of knowledge of the subject’s name. However, knowing the name grants a bonus. This applies the Named Target, +5% (Pyramid #3-114, page 15) enhancement to all Information spells. To show that this is the way the spell works, we will add the Named Target keyword.
The truenamers cannot create anything, which limits the scope of their magic. This makes creating bulk matter, projectiles, and enchanted items impossible. This applies the Can’t Create, -10% limitation to the Sorcerous Empowerment advantage. Most non-buff effects are direct Maledictions.
Finally, the Sorcerous Empowerment (Truename) advantage is Sorcerous Empowerment (Can’t Create, -10%) [18 for level 1, +9/level].


SPELLS

I will have to leave out the flavor text and only describe the effects. You can always read the flavor text in Tome of Magic (the truename spell section starts on the page 235).

Accelerated Attack
Keywords: Buff, Name Required.
Full Cost: 45 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

Your utterance allows your target to move quickly through the crowded battlefield, striking and darting away before attacks can be reciprocated. Images of the target in action persist for a few seconds after the target has gone. The target’s Basic Speed increases by 2, which also increases the target’s Move and Dodge scores. As the target moves, he leaves a ghostly, translucent “snapshot” of himself in each square he travels through; the images disappear after a second or so.
Statistics: Affliction 1 (HT; Advantage, Accelerated Attack, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Name Required, -5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [45]. Notes: “Accelerated Attack” is Basic Speed +2 (Nuisance Effect, Afterimages, -5%; Magical, -10%) [34].

Accelerated Attack (Reversed)
Keywords: Buff, Name Required.
Full Cost: 41 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

A spellcaster you target gains the ability to cast a spell quickly while doing other things. The target’s mental coordination gives him, in effect, a second mind. Each mind – or “compartment” – functions independently and at full capability. This advantage does not allow the target’s body to perform more than one task. A normal character may select one maneuver on his turn in combat. This may be physical or mental. This spell adds one extra mental maneuver to this allotment, but this mental maneuver must be related to spellcasting. For instance, this spell would let the target perform one mental maneuver and one physical maneuver (e.g., Concentrate on a spell and Attack) or two mental maneuvers (e.g., Concentrate on two spells), but never more than one physical maneuver.
Statistics: Affliction 1 (HT; Advantage, Accelerated Attack (Reversed), +300%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Name Required, -5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [41]. Notes: “Accelerated Attack (Reversed)” is Compartmentalized Mind 1 (Limited, Only for spellcasting, -10%; Magical, -10%; No Mental Separation, -20%) [30].

Analyze Item
Keywords: Information, Named Target.
Full Cost: 4 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Instantaneous.

Determines whether the subject (which must be an object) is under the effects of magic; enchanted items definitely count. The GM will secretly roll against the caster’s IQ minus range penalties (p. B550) to the subject, which the caster must be able to see or touch. If the sorcerer is familiar with the spells in question, this will reveal them. Otherwise, the GM will use the margin of success to determine how much information to give the sorcerer.
Statistics: Detect (Magic Items; Named Target, +5%; Requires Magic Words, -10%; Sorcery, 15%; Touch- or Vision-Based, 15%) [4].

Archer’s Eye
Keywords: Buff, Name Required.
Full Cost: 29 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

With a few words of Truespeech, you allow your target to strike true with her ranged attacks. The target can draw and shoot a bow quickly. To do so, he must take a Ready maneuver to get an arrow. On his next turn, he can make a Bow roll at -3 to ready his bow in no time. Failure means he can only ready, but success lets him attack at -3 on the same turn! Both penalties are only -1 if he has Weapon Master (Bow). This trick shaves a second off the usual two-second ready time, letting the target shoot every other turn. By making a Fast-Draw (Arrow) roll to ready an arrow instantly before either roll above, he can shoot every turn! The target also becomes “natural” with the bow in general. Whenever he Attacks or All-Out Attacks, he adds his bow’s Accuracy bonus without taking an Aim maneuver (if he Aims, he adds another +1 after one second, or +2 after two). When the target Moves and Attacks or is in close combat, he ignores his bow’s Bulk penalty instead of adding Acc. Finally, the target ignores penalties for crazy positions or acrobatics while shooting, and halves similar penalties to Fast-Draw (Arrow).
Statistics: Affliction 1 (HT; Advantage, Archer’s Eye, +180%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Name Required, -5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [29]. Notes: “Archer’s Eye” is Heroic Archer (Magical, -10%) [18].

Archer’s Eye (Reversed)
Keywords: Buff, Name Required.
Full Cost: 26 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

Your utterance wards an ally from harm, preventing the arrows of your enemies from finding their mark. The target’s Dodge score is increased by 2 against arrows.
Statistics: Affliction 1 (HT; Advantage, Archer’s Eye (Reversed), +150%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Name Required, -5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, -15%) [26]. Notes: “Archer’s Eye (Reversed)” is Enhanced Dodge 2 (Limited, Arrows Only, -40%; Magical, -10%) [15].

Breath of Cleansing
Keywords: Buff, Name Required.
Full Cost: 16 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

With a word, magical breath passes from your mouth to another creature afflicted, granting him resistance from harmful inhalable substances. The target’s respiratory system becomes able to filter out ordinary contaminants; e.g., dust, pollen, smoke, and even tear gas (but not nerve gas or other contact agents). The target suffers no ill effects from such things. This is especially useful in polluted cities and on alien worlds.
Statistics: Affliction 1 (HT; Advantage, Breath of Cleansing, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Name Required, -5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [16]. Notes: “Breath of Cleansing” is Filter Lungs (Magical, -10%) [5].

Breath of Cleansing (Reversed)
Keywords: Named Target, Resisted (HT).
Full Cost: 28 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

This gurgling word sounds like burbling sewage, evoking feelings of illness in your target. If you win a Quick Contest of your Will versus the victim’s HT, using the range penalties on the Size and Speed/Range Table (B550), the victim becomes nauseated for 3 minutes (B428).
Statistics: Affliction 1 (HT; Fixed Duration, +0%; Malediction 2, +150%; Named Target, +5%; Nauseated, +30%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [28].

Breath of Recovery
Keywords: Named Target.
Full Cost: 63 points.
Casting Roll: IQ.
Range: 100 yards.
Duration: Instantaneous.

You speak a word of purity in the language of Truespeech, reminding the universe of an ally’s natural state. The ally breathes a golden mist and is restored. You can neutralize ongoing Afflictions – including the Affliction-like effects of the Side Effect and Symptoms enhancements. This requires an IQ roll at -1 per full +50% the target effect is worth as an enhancement to Affliction. This costs 1 FP. For instance, blindness is a +50% Disadvantage enhancement, so to cure blindness caused by Affliction, Side Effect, or Symptoms would require a roll at -1. The target exhales a shimmering, golden puff of breath as the adverse conditions disappear.
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 healing. Failure costs you 1d FP instead of the usual 1 FP!
Statistics: Healing (Affects Self, +50%; Affliction Only, -40%; Capped, 2 FP, 25%; Magical, 10%; Named Target, +5%; Ranged, +40%; Reduced Fatigue Cost 1, +20%; Requires Magic Words, -10%; Xenohealing, Anything Alive, +80%) [63].

Breath of Recovery (Reversed)
Keywords: Named Target, Resisted (HT).
Full Cost: 40 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

With this utterance, your words of power roll over your target’s body, which stiffens into rigidity. A reversed breath of recovery utterance freezes the life energy of the target, rendering action impossible. If you win a Quick Contest of your Will versus the victim’s HT, using the range penalties on the Size and Speed/Range Table (B550), the victim becomes paralyzed for 3 minutes (B428), emitting wisps of black smoke until the effect ends. After that, he is stunned until he can make a HT roll (roll once per second).
Statistics: Affliction 1 (HT; Fixed Duration, +0%; Malediction 2, +150%; Named Target, +5%; No Signature, +20%; Paralysis, +150%; Requires Magic Words, -10%; Sorcery, 15%) [40].


Cancel Spells
Keywords: Named Target.
Full Cost: 10 points.
Casting Roll: Will.
Range: Self.
Duration: Instantaneous.

Just like the eponymous spell from GURPS Thaumatology - Sorcery, page 20, but with its cost recalculated.
Statistics: Neutralize Magic (Accessibility, Own spells only, 50%; Interruption, 50%; Named Target, +5%; Precise, +20%; Requires Magic Words, -10%; Sorcery, 15%) [10].

Caster Lens
Keywords: Buff, Name Required.
Full Cost: 34 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

Your utterance creates an intangible lens that improves your target’s potency and aptitude with magic. The target gains 2 levels of the Sorcery Talent (or talent of another Sorcery-derived subsystem) advantage for 3 minutes.
Statistics: Affliction 1 (HT; Advantage, Caster Lens, +180%; Cosmic, Adjusts to the casting system, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Name Required, -5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [34]. Notes: “Caster Lens” is Sorcery Talent 2 (Magical, -10%) [18].

Caster Lens (Reversed)
Keywords: Named Target, Resisted (HT).
Full Cost: 32 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

The reverse of this utterance impedes the flow of magical energy through your enemy, inhibiting its ability to cast spells. The target loses 2 levels of the Sorcery Talent (or talent of another Sorcery-derived subsystem) advantage for 3 minutes if he fails to resist.
Statistics: Affliction 1 (HT; Cosmic, Adjusts to the casting system, +50%; Fixed Duration, +0%; Malediction 2, +150%; Named Target, +5%; Negated Advantage, Sorcery Talent 2, +20%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [32].

Conjunctive Gate
Keywords: Named Target.
Full Cost: 145 or 165 points.
Casting Roll: IQ. Special casting time (see below).
Range: Self.
Duration: Instantaneous.

You forge a connection between this plane and another, temporarily linking them together with a swirling tear in the fabric of space you speak into being. For this spell, the name required to benefit from the name bonus is the destination plane’s name.
To initiate a jump, you must visualize your destination, concentrate for 10 seconds, and make a IQ roll. You may hurry the jump, but your roll will be at -1 per second of concentration omitted (-10 to jump with no preparation at all). On a success, you appear at your target destination. On a failure, you go nowhere. On a critical failure, you arrive at the wrong destination, which can be any place the GM wishes!
You appear at your destination at exactly the same place you left your previous plane – or as close as possible. This means the same place, but on a parallel world. If there is no corresponding “safe” location within 100 yards of your destination – for instance, if you jump while on an airplane to a destination with no plane at your location, or from a half-mile deep mine to a destination with no corresponding mine – the jump will fail and you will know why it failed. This does not prevent you from jumping into other types of danger, such as radiation, gunfire, or wild animals. If you have Danger Sense, the GM should roll before you make a hazardous jump; on a success, you get a warning.
You can carry up to your Heavy Load when you travel.
You always create a portal (of about your size) when you jump. Others may pass through it, even if they can’t jump. The portal lingers for 3d seconds, which can be good or bad – it means enemies can follow you!
The basic (145-point) version of this spell allows you to visit one other plane, chosen when you learn the spell. The improved (165-point) version opens this up to any dimension you are familiar with. You can become familiar with new planes by hitching a ride there – with another sorcerer using this spell, a magician using an equivalent spell, a creature with an innate ability, etc. – or via tomes of knowledge which contain detailed instructions on where and how to travel.
Statistics: Jumper (Interplanar; Extra Carrying Capacity, Heavy, +30%; Improved, +10%; Limited Access, 20%; Named Target, +5%; Requires Magic Words, -10%; Tunnel, +40%; Magical, 10%) [145]. The improved version removes Limited Access [+20]. Note: The Improved enhancement removes the auto-fail on 14+.

Defensive Edge
Keywords: Buff, Name Required.
Full Cost: 38 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

You grant a greater awareness of foes in the area, increasing an ally’s ability to protect herself. The target adds 1 to all of her active defenses.
Statistics: Affliction 1 (HT; Advantage, Defensive Edge, +270%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Name Required, -5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [38]. Notes: “Defensive Edge” is Defense Bonus 1 (Magical, -10%) [27].

Defensive Edge (Reversed)
Keywords: Named Target, Resisted (HT).
Full Cost: 27 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

Your dire whispers seep into your foe’s mind, disrupting its ability to defend itself. The target’s Dodge is lowered by 1 if he fails to resist.
Statistics: Affliction 1 (HT; Disadvantage, Defensive Edge (Reversed), +16%; Fixed Duration, +0%; Malediction 2, +150%; Named Target, +5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [27]. Notes: “Defensive Edge (Reversed)” is Basic Speed -1 (Only to dodge, -20%) [-16].

Eldritch Attraction
Keywords: Named Target, Obvious.
Full Cost: 1 point/level.
Casting Roll: None.
Range: 10 yards.
Duration: Indefinite.

The universe responds to your words by forcing your target closer to you, pulled inexorably by a sapphire cord. You move your target toward you along an intangible blue tether that connects the two of you.
You can move objects without touching them. In effect, you manifest a force that acts under your conscious direction at a distant point. You can move any object you have strength enough to lift, at a Move equal to your Eldritch Attraction level, modified as usual for encumbrance level (see Encumbrance and Move, B17). Regardless of level, maximum range is 10 yards. Eldritch Attraction requires constant concentration to use. In combat, this means you must take a Concentrate maneuver on your turn.
Eldritch Attraction can only move things directly toward you. Take a Ready maneuver to move an unresisting object, or an Attack maneuver to affect an active opponent. Eldritch Attraction 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 you, whereupon they’re held there with your telekinetic ST until you turn off your ability. 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 Eldritch Attraction level.
Statistics: Telekinesis (Attraction, -60%; Named Target, +5%; Requires Magic Words, -10%; Sorcery, -15%; Visible, -10%) [1/level].

Eldritch Attraction (Reversed)
Keywords: Named Target, Obvious.
Full Cost: 1 point/level.
Casting Roll: None.
Range: 10 yards.
Duration: Indefinite.

Your target is repelled, forced away by your command of Truespeech. You move your target away from you with an almost fluid torrent of intangible energy.
You can move objects without touching them. In effect, you manifest a force that acts under your conscious direction at a distant point. You can move any object you have strength enough to lift, at a Move equal to your Eldritch Attraction (Reversed) level, modified as usual for encumbrance level (see Encumbrance and Move, B17). Regardless of level, maximum range is 10 yards. Eldritch Attraction (Reversed) requires constant concentration to use. In combat, this means you must take a Concentrate maneuver on your turn.
Eldritch Attraction (Reversed) can only move things directly away from you. Take a Ready maneuver to move an unresisting object, or an Attack maneuver to affect an active opponent. Eldritch Attraction (Reversed) can’t strike blows, manipulate objects, or hold an enemy in place or prevent him from attacking. Repulsion shoves objects away from you until they reach the maximum range of your ability. In either case, 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 Eldritch Repulsion (Reversed) level.
Statistics: Telekinesis (Named Target, +5%; Repulsion, -60%; Requires Magic Words, -10%; Sorcery, -15%; Visible, -10%) [1/level].

Energy Negation
Keywords: Buff, Name Required.
Full Cost: 42 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The air crackles with your words as you protect your target from energy. The target becomes protected from energy attack of the chosen type for 3 minutes. The caster chooses the energy type when casting the spell from the following list: acid, cold, electricity, fire, sonic. This DR 5 takes the form of a field projected a short distance from the subject’s body. This protects his body – including the eyes – as well as anything he is carrying, and reduces the damage from attacks before armor DR.
Statistics: Affliction 1 (HT; Alternative Enhancements, Advantage, Energy Negation (Acid, Cold, Electricity, Fire, or Sonic), +315%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Name Required, -5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [42]. Notes: “Energy Negation (Acid)” is Damage Resistance 5 (Limited, Acid, -40%; Force Field, +20%; Magical, -10%) [17.5]. “Energy Negation (Cold)” is Damage Resistance 5 (Limited, Cold, -40%; Force Field, +20%; Magical, -10%) [17.5]. “Energy Negation (Electricity)” is Damage Resistance 5 (Limited, Electricity, -40%; Force Field, +20%; Magical, -10%) [17.5]. “Energy Negation (Fire)” is Damage Resistance 5 (Limited, Fire, -40%; Force Field, +20%; Magical, -10%) [17.5]. “Energy Negation (Sonic)” is Damage Resistance 5 (Limited, Sonic, -40%; Force Field, +20%; Magical, -10%) [17.5].

Energy Negation (Reversed)
Keywords: Buff, Name Required.
Full Cost: 25 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

You wreathe your target in energy that lashes out at those who strike him in battle. The caster chooses the energy type from the following list when casting the spell: acid, cold, electricity, fire, or sonic. The subjects becomes sheathed in an aura of energy of the chosen type that deals 1d damage to enemies who touch his body. If the caster chose acid as the energy type, then the aura deals corrosion damage. If the caster chose cold as the energy type, then the aura deals burning damage with no incendiary effect, as the damage comes from extreme cold. If the caster chose electricity as the energy type, then the aura deals burning damage with the Surge (B106) modifier. If the caster chose fire as the energy type, then the aura deals burning damage. If the caster chose sonic as the energy type, then the aura deals burning damage with no incendiary effect, as the damage comes sonic vibrations.
Statistics: Affliction 1 (HT; Advantage, Energy Negation (Reversed; Acid, Cold, Electricity, Fire, or Sonic), +142%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Name Required, -5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [25]. Notes: “Energy Negation (Reversed; Acid)” is Corrosion Attack 1d (Always On, -40%; Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%) [10]. “Energy Negation (Reversed; Cold)” is Burning Attack 1d (Always On, -40%; Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%; No Incendiary Effect, -10%) [5]. “Energy Negation (Reversed; Electricity)” is Burning Attack 1d (Always On, -40%; Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%; Surge, +20%) [6]. “Energy Negation (Reversed; Fire)” is Burning Attack 1d (Always On, -40%; Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%) [5]. “Energy Negation (Reversed; Sonic)” is Burning Attack 1d (Always On, -40%; Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%; No Incendiary Effect, -10%) [5].

Ether Reforged
Keywords: Buff, Name Required.
Full Cost: 25 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

With this utterance, creatures of the ethereal world become as solid as the earth to one of your allies. Any weapon the subject wields has the ability to harm insubstantial creatures. In effect, it gains the Affects Insubstantial modifier. In an over-the-top campaign, the GM may even allow this effect to extend to vehicular weaponry!
Statistics: Affliction 1 (HT; Advantage, Ether Reforged, +140%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Name Required, -5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [25]. Notes: “Ether Reforged” is Blessed (Ghost Weapon; Magical, -10%) [14].

Ether Reforged (Reversed)
Keywords: Buff, Name Required.
Full Cost: 51 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

Your target slips into the space between worlds and becomes intangible, passing through solid objects as though they weren’t there. In this state the target makes no noise when he moves. The target can perceive the tangible world, and speak normally to those within it, but he cannot pick up normal objects or affect them in any way.
Physical and energy attacks cannot harm the target, but he is still vulnerable to psionic and (nonmaterial) magical attacks. Likewise, his physical and energy attacks cannot affect physical opponents. His psi abilities and magic spells can affect the physical world.
Although the target can pass through solids, he must still breathe. When moving through a solid object, treat this as if he was swimming underwater for purposes of suffocation. He cannot materialize inside a solid object.
The target can carry objects up to his light encumbrance while insubstantial, including clothing and armor. They become physical if dropped. He cannot materialize these objects inside other objects or characters.
The target can’t disregard gravity. He must move across a horizontal surface, or along a slope that wouldn’t require Climbing rolls. He still weighs nothing, so he doesn’t leave footprints and can walk on surfaces that wouldn’t support a solid body, such as the surface of a body of water.
Statistics: Affliction 1 (HT; Advantage, Ether Reforged (Reversed), +400%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Name Required, -5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, -15%) [51]. Notes: “Ether Reforged (Reversed)” is Insubstantiality (Always On, -50%; Can Carry Objects, Light Encumbrance, +20%; No Vertical Move, -10%; Magical, -10%) [40].

Fortify Armor
Keywords: Armor Buff, Name Required.
Full Cost: 35 points for level 1 + 16 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

A suit of armor provides better protection against attacks. The target armor becomes particularly hard. This gives it the Hardened enhancement (p. B47). The basic level is Hardened 1, but you can improve this by taking additional levels of this spell.
Statistics: Affliction 1 (HT; Accessibility, Only on armor, 20%; Advantage, Fortify Armor 1, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Name Required, -5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [35]. Additional levels add further Fortify Armor to the Advantage enhancement (+160%) [+16]. Notes: “Fortify Armor” is 26 points, per Enhances or Transforms an Existing Attack (Sorcery, p. 11). Each additional level removes 2 in effect penalties. Reinforce Armor is an imbuement skill from Pyramid 3-4.

Incarnation of Angels
Keywords: Buff, Name Required.
Full Cost: 88 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

Your words reach the realms of heaven and invest your target with some of their silver grace and golden might. The subject gains the Celestial Creature meta-trait; see the footnote below for details. Clothing and gear weighing no more than his BL change with him. He cannot shift back on his own; he must wait for the spell to expire or be dispelled. (This does not change if the sorcerer is the subject.)
Statistics: Affliction 1 (HT; Advantage, Incarnation of Angels, +730%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Name Required, -5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [88]. Notes: Incarnation of Angels” is Alternate Form (Celestial Creature*; Can Carry Objects, No Encumbrance, +10%; Magical, 10%) [73].
* A new meta-trait: DR 5 (Not vs. Magic, -15%) [22]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10].
Elemental Resistance (A,C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Acid, Cold, Fire, -30%; Tough Skin, -40%) [15].
Smite Evil: Crushing Attack 2d (Accessibility, Only against unholy beings, -30%; Follow-Up, Universal, +50%; Limited Use, 1/day, -40%; Magical, -10%) [7].
64 points.

Incarnation of Angels (Reversed)
Keywords: Buff, Name Required.
Full Cost: 87 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

With this utterance, you delve into the depths of hell to grant your target the cunning and strength of fiends. The subject gains the Fiendish Creature meta-trait; see the footnote below for details. Clothing and gear weighing no more than his BL change with him. He cannot shift back on his own; he must wait for the spell to expire or be dispelled. (This does not change if the sorcerer is the subject.)
Statistics: Affliction 1 (HT; Advantage, Incarnation of Angels (Reversed), +720%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Name Required, -5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [87]. Notes: Incarnation of Angels (Reversed)” is Alternate Form (Fiendish Creature*; Can Carry Objects, No Encumbrance, +10%; Magical, 10%) [72].
* A new meta-trait: DR 5 (Not vs. Magic, -15%) [22]; Infravision [10]; Magic Resistance 2 (Improved, +150%) [10].
Elemental Resistance (C,F): DR 5 (Includes Eyes, +10%; Includes Internal, +20%; Limited, Cold, Fire, -35%; Tough Skin, -40%) [14].
Smite Good: Crushing Attack 2d (Accessibility, Only against holy beings, -30%; Follow-Up, Universal, +50%; Limited Use, 1/day, -40%; Magical, -10%) [7].

63 points.

Inertia Surge
Keywords: Buff, Name Required.
Full Cost: 13 points for level 1 + 2 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

Your words allow your target to slip from any constraints. Each level of this spell (maximum 5) gives +1 on all ST, DX, and Escape rolls to slip restraints, break free in close combat, or squeeze through narrow openings.
Statistics: Affliction 1 (HT; Advantage, Inertia Surge, +20%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Name Required, -5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [13]. Notes: Each level of “Inertia Surge” is Slippery 1 (Magical, -10%) [2].

Inertia Surge (Reversed)
Keywords: Named Target, Resisted (Will).
Full Cost: 32 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

Your words prevent the target from moving anywhere. The target’s Move in all mediums is reduced to 0 for the duration of this spell, if he fails to resist.
Statistics: Affliction 1 (Will; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; Named Target, +5%; No Signature, +20%; Requires Magic Words, -10%; Slower Move, Move 0, +50%; Sorcery, 15%) [32].


Keen Weapon
Keywords: Name Required, Weapon Buff.
Full Cost: 44 points for level 1 + 16 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

Just like the Penetrating Weapon spell from GURPS Thaumatology - Sorcery, page 16, but with its cost recalculated.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, 20%; Advantage, Penetrating Weapon (2), +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Name Required, -5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [44]. Additional levels add further Penetrating Weapon to the Advantage enhancement (+160%) [+16]. Notes: “Penetrating Weapon (2)” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology - Sorcery, p. 11). Each additional level removes 2 in effect penalties.

Magic Contraction
Keywords: Buff, Name Required.
Full Cost: 16 points for level 1 + 5 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

With this utterance of protection, you make your target resilient against magical effects. The target is less likely to be affected by magic. Subtract your Magic Contraction level from the skill of anyone casting a spell on your target, and add it to the target’s roll to resist any spell that offers a resistance roll. For instance, if you have Magic Contraction 3, wizards have -3 to cast spells on your target and your target gets +3 to resist. In addition, the target may roll against HT + Magic Contraction to resist the effects of magical elixirs.
Magic Contraction only interferes with spells cast directly on the target. It provides no benefit against Missile spells (which are cast on the wizard’s hand and hurled at the target), attacks by magic weapons, or information-gathering spells that aren’t cast directly on the target. It also has no effect on supernatural powers other than magic; e.g., divine miracles, psionics, or the innate powers of spirits.
Magic Contraction, and its precise level, can be recognized by any mage who looks at the target’s aura, or by anyone who casts a spell on the target.
Statistics: Affliction 1 (HT; Advantage, Magic Contraction, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Name Required, -5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [16]. Notes: Each level of “Magic Contraction” is Magic Resistance 1 (Improved, +150%; Magical, -10%) [5].

Magic Contraction (Reversed)
Keywords: Named Target, Resisted (Will).
Full Cost: 28 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

A string of complex syllables allows you to increase the target’s susceptibility to spells for a short time. Magic is more likely to affect your target. Add 3 to the skill of anyone casting a spell on your target, and subtract it from the target’s roll to resist any spell that he can resist. For instance, wizards have +3 to cast spells on your target and your target gets -3 to resist.
Magic Contraction (Reversed) only makes your target more vulnerable to spells cast directly on him. It does not affect Missile spells, attacks by magic weapons, or information-gathering spells that aren’t cast directly on your target. It also has no effect on supernatural powers other than magic; e.g., divine miracles, psionics, or the innate powers of spirits. Magic Contraction (Reversed) works normally against Area spells; do not double its effects as you would those of Magic Resistance (B67).
Magic Contraction (Reversed) can be recognized by any mage who looks at your target’s aura or by anyone who casts a spell on your target.
Statistics: Affliction 1 (Will; Based on Will, +20%; Disadvantage, Magic Contraction (Reversed), +9%; Fixed Duration, +0%; Malediction 2, +150%; Named Target, +5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [28]. Notes: “Magic Contraction (Reversed)” is Magic Susceptibility 3 (Magical, -10%) [-9].

Master the Four Winds
Keywords: Named Target.
Full Cost: 27 points/level.
Casting Roll: IQ.
Range: Special.
Duration: Indefinite.

The air reacts to your utterance, obeying your every command. You can change the wind within the spell's range. Every three full levels of this spell give -1 or +1 to rolls that could be hindered or helped by wind, relative to the prevailing conditions. This can help with rolls for Boating, Seamanship, Survival and anything the GM allows. Area of effect is 0.1 × miles in radius. To benefit from the name bonus, you must know the name of the subject you are affecting with the wind.
Statistics: Control (Winds; Named Target, +5%; Natural Phenomenon, +100%; Requires Magic Words, -10%; Sorcery, -15%) [27/level].

Morale Boost
Keywords: Buff, Name Required.
Full Cost: 13 points for level 1 + 2 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

Your utterance calms the heart of your target, filling her with resolution and peace. Your target is difficult to frighten or intimidate! Add your level of Morale Boost to your target’s Will whenever your target makes a Fright Check or must resist the Intimidation skill (B202) or a supernatural power that induces fear. Your target also subtracts your Morale Boost level from all Intimidation rolls made against her.
Statistics: Affliction 1 (HT; Advantage, Morale Boost, +20%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Name Required, -5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [13]. Notes: Each level of “Morale Boost” is Fearlessness 1 (Magical, -10%) [2].

Morale Boost (Reversed)
Keywords: Named Target, Resisted (Will).
Full Cost: 31.5* points for level 1 + 10.5* points/additional level.
Casting Roll: Will.
Range: 10 yards.
Duration: Instantaneous.

Your words evoke feelings of terror and dread in your target. You can target any creature within 10 yards. Roll a Quick Contest of Will with your subject. If you win, roll 3d for the result, as usual, but add your margin of victory instead of his margin of failure. Your victim gets +1 per Fright Check after the first within 24 hours. If a victim succeeds at his Fright Check, he will be unaffected by your Morale Boost (Reversed) for one hour. Each additional level of this spell imposes 1 to the Fright Check. For example, with Morale Boost (Reversed) 4, the subjects must make Fright Checks at 3.
Statistics: Terror (Active, +0%; Named Target, +5%; Presence, +25%; Requires Magic Words, -10%; Sorcery, -15%) [31.5*]. Additional levels add 1 to the Fright Check [+10.5*].
* Calculate the total cost, then round up.

Seek the Sky
Keywords: Buff, Name Required.
Full Cost: 47 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

You surround your target in red motive energy, granting him the ability to fly like the wind. Your target can fly. This works at any altitude where there is still significant atmosphere – but in the upper atmosphere, he’ll need a way to survive in very thin, cold air (e.g., Doesn’t Breathe and Temperature Tolerance). He cannot fly in a trace atmosphere or vacuum.
Your target’s flight Move is Basic Speed x 2 (drop all fractions). Flight includes the ability to hover at Move 0 as well. Flight does not confer the ability to do complex acrobatics and tight turns; for that, your target should buy Aerobatics skill (B 174). Flight skill (B195) improves endurance.
Statistics: Affliction 1 (HT; Advantage, Seek the Sky, +360%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Name Required, -5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [47]. Notes: “Seek the Sky” is Flight (Magical, -10%) [36].

Seek the Sky (Reversed)
Keywords: Named Target, Resisted (Will).
Full Cost: 36 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

At your words, the very air rejects your target, causing it to plummet to the ground. The target loses his ability to fly (with the exception of space flight) for 3 minutes if he fails to resist. If the target doesn’t regain his ability to fly, he risks falling to the ground. See Collisions and Falls (B430) for more information.
Statistics: Affliction 1 (Will; Based on Will, +20%; Cosmic, Affects any type of flight, +50%; Fixed Duration, +0%; Malediction 2, +150%; Named Target, +5%; Negated Advantage, Flight, +40%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [36].

Sensory Focus
Keywords: Buff, Name Required.
Full Cost: 40 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

Your target can pierce the veil of deception and see everything as it truly is. The target can see objects or individuals that are normally invisible. This only covers magical invisibility. In addition, the target’s vision can penetrate all deceptions related to magic, including camouflage, disguises, and illusions. Finally, this spell gives the target +2 to all Hearing and Vision rolls.
Statistics: Affliction 1 (HT; Advantage, Sensory Focus, +290%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Name Required, -5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [40]. Notes: “Truth Revealed” is See Invisible (Magic; True Sight, +50%; Magical, -10%) [21] + Acute Hearing 2 (Magical, -10%) [4] + Acute Vision 2 (Magical, -10%) [4].

Sensory Focus (Reversed)
Keywords: Named Target, Resisted (Will).
Full Cost: 34 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

Your words strip away your target’s ability to see or hear. The target becomes blind and deaf. See Blindness (B124) and Deafness (B129) for more information.
Statistics: Affliction 1 (Will; Based on Will, +20%; Disadvantage, Sensory Focus (Reversed), +70%; Fixed Duration, +0%; Malediction 2, +150%; Named Target, +5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [34]. Notes: “Sensory Focus (Reversed)” is Blindness [-50] + Deafness [-20].

Singular Mind
Keywords: Buff, Name Required.
Full Cost: 38 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

With a word, you liberate your target from all foreign influence, freeing her mind for a short time. The target becomes immune to mind control for the duration of this spell. All existing mind control effects that affect your target are suppressed for the duration of this spell.
Statistics: Affliction 1 (HT; Advantage, Singular Mind, +270%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Name Required, -5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [38]. Notes: “Singular Mind” is Immunity to Mind Control (Magical, -10%) [27].

Singular Mind (Reversed)
Keywords: Named Target, Resisted (Will).
Full Cost: 20 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Indefinite.

Your words crawl into the mind of your enemy, allowing you control of your foe’s body as if it were your puppet.
You can mentally dominate those you can see or touch. To use this ability, concentrate for one second and then roll a Quick Contest: your IQ vs. your subject’s Will. Use the following modifiers: Range penalties to the subject (see B550); -1 per slave already under your control; +2 if you concentrate for a full minute, or +4 if you concentrate for a full hour.
If you win, your victim will obey your every command until you free him. In effect, he temporarily gains the Reprogrammable disadvantage (B150), with you as his master. Your control persists for as long as you take uninterrupted Concentrate maneuvers.
Once you stop, your control lingers for one minute per point by which you won the Quick Contest. If you are incapacitated (stunned, knocked out, etc.), or attempt to force the subject to act against his principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If your victim wins, he breaks free. Roll at the moment of truth – you can march him to the edge of a cliff, but he doesn’t roll until he’s about to leap.
If you lose, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you. On a critical failure, you also lose control of anyone else under the influence of this ability!
Your victims have no initiative while under your control, and temporarily acquire Slave Mentality (B154).
Statistics: Mind Control (Named Target, +5%; Puppet, -40%; Requires Magic Words, -10%; Sorcery, -15%) [20].


Spell Unmaking
Keywords: Area (Leveled), Named Target, Resisted (Will or spell).
Full Cost: 58 points for level 1 + 25 points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.

Just like the Dispel Magic spell from GURPS Thaumatology - Sorcery, page 21, but with its cost recalculated.
Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, 10%; Area Effect, 2 yards, +50%; Interruption, 50%; Named Target, +5%; Ranged, +40%; Requires Magic Words, -10%; Sorcery, 15%; Variable, Area, +5%) [58]. Additional levels add Area Effect (+50%) [+25].


Suppress Item
Keywords: Named Target, Resisted (Will or spell).
Full Cost: 88 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 90 minutes.

Your uninterrupted focus on a magic item keeps it from functioning, turning it gray and rendering it useless.
This spell lets you suppress one enchanted spell on the subject item. It seems to vanish, but reappears when the Suppress Item spell ends. The sorcerer must state which spell he is attempting to suppress.
Note how much the sorcerer’s Will roll (minus range penalties) succeeds by; the subject spell resists with a Quick Contest. Use the spell’s level (if a skill) or the enchanter’s Will + Talent (if a power); for the latter, the Talent is usually Sorcery Talent or some type of Magery. If the sorcerer wins, the spell is suppressed for 90 minutes.
Statistics: Neutralize Magic (Accessibility, Must target an enchanted item, -20%; Accessibility, One spell at a time, -5%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Named Target, +5%; Precise, +20%; Ranged, +40%; Requires Magic Words, -10%; Sorcery, -15%) [88].

Temporal Spiral
Keywords: Buff, Name Required.
Full Cost: 101 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

When you speak this utterance, everything your target does seems quicker. Silvery energy surrounds the fast-moving target in a crackling aura. Your target’s rate of time perception is faster than that of a normal human. This spell lets the target experience time twice as fast as a normal – that is, he experiences two subjective seconds for each real second that passes.
This spell lets your target take one additional maneuver on his turn in combat, allowing him to cast spells quickly by taking multiple Concentrate maneuvers, run very fast by taking multiple Move maneuvers, etc. Your target’s turn doesn’t come any sooner, however! This advantage affects how fast your target moves when he reacts, but not how quickly he reacts in the first place.
Out of combat, Temporal Spiral allows your target the luxury of extensive planning, even in crisis situations, as everything seems to happen in slow motion. Your target may always attempt a Sense roll, or an IQ-based skill roll to make plans or recall information (GM’s decision), at no penalty to additional actions.
In order to do anything that depends on someone else’s reactions, your target must deliberately “slow down” and function at his speed. This applies both when making a Feint in combat and when making an Influence roll (B359) out of combat. For instance, if your target chooses to Feint, that is all he can do on his turn – he cannot take extra actions. (On the other hand, he could make an All-Out Attack followed by an Attack in order to beat down his defenses through sheer blinding speed!)
Statistics: Affliction 1 (HT; Advantage, Temporal Spiral, +900%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Name Required, -5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [101]. Notes: “Temporal Spiral” is Altered Time Rate 1 (Magical, -10%) [90].

Temporal Spiral (Reversed)
Keywords: Named Target, Resisted (Will).
Full Cost: 32 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

This powerful utterance sounds like the churning of ancient earth, freezing your target in place. The target is dazed (B428) for 3 minutes. After that, he is stunned until he can make a HT roll (roll once per second).
Statistics: Affliction 1 (Will; Based on Will, +20%; Daze, +50%; Fixed Duration, +0%; Malediction 2, +150%; Named Target, +5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, 15%) [32].

Thwart the Traveler
Keywords: Area (Leveled), Named Target.
Full Cost: 68 points for level 1 + 15 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.

The air grows thick and heavy, making extradimensional travel impossible. This effect makes it impossible to use teleportation and plane shifting within the affected area. To benefit from the name bonus, the caster must know the name of the affected area.
The basic (68-point) version of this spell covers a two-yard radius. For each additional 15 points, you may double this radius; e.g., four yards for 83 points, 8 yards for 99 points, or 16 yards for 113 points. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area.
Statistics: Static (Teleportation; Area Effect, 2 yards, +100%; Named Target, +5%; Requires Magic Words, -10%; Sorcery, -15%; Ranged, +40%; Variable, Area, +5%) [68]. Additional levels add Area Effect (+50%) [+15].

Word of Harm
Keywords: Named Target, Resisted (Will).
Full Cost: 5 points/level.
Casting Roll: IQ.
Range: Unlimited.
Duration: Instantaneous.

With this word, you cause your enemy to experience painfully bleeding wounds that spontaneously emerge. Roll a Quick Contest of IQ (minus range penalties) vs. the subject’s Will. If you win, the subject takes 1 point of cutting damage for every level of Word of Harm; DR does not protect against this! You may do less damage if you prefer.
At higher levels, the GM may wish to use Modifying Dice + Adds (p. B269) to convert damage to dice. For example, Word of Harm 12 would do 3d+1 damage.
Statistics: Cutting Attack 1 point (Based on IQ, +20%; Malediction 2, +150%; Named Target, +5%; No Signature, +20%; Requires Magic Words, -10%; Sorcery, -15%; Variable, +5%) [5/level].

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