Tuesday 13 December 2016

Sorcery: Suspension Spells

Sorcery: Suspension Spells

I had difficulties coming up with a theme for a post, but then I glanced at my converted spells document and noticed Suspend Enchantment among the spells. So I decided to convert every other GURPS Magic spell with the word "suspend" in it (except Suspend Time, because it is already presented in GURPS ThaumatologyL Sorcery).

Suspend Curse
Keywords: Resisted (Will or spell).
Full Cost: 43 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Nine minutes.

This spell lets the caster suppress one ongoing “curse.” A curse in this case is a spell that cannot be dispelled by Dispel Magic (Flesh to Stone, Lesser Geas, Suspend Time, etc.). It cannot end Truly Permanent effects, such as the magic of enchanted items. The curse seems to vanish, but its effect resumes when Suspend Curse ends. Time spent suspended does not count towards the curse’s duration. If the subject spell is maintained, its caster will automatically know it is being suspended. The sorcerer must state which spell they are attempting to suppress.
Suspend Curse must target the subject of the spell, which can be a person, object, or area. For areas, calculate range to the center of the area. Treat the resistance roll as for Dispel Magic.
Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Accessibility, One spell at a time, -5%; Accessibility, Only curses, -50%; Cosmic, Can suspend spells that are immune to Dispel Magic, +50%; Extended Duration, 3x, +20%; Fixed Duration, +0%; Interruption, -50%; Nuisance Effect, Suspends the spell for the duration of Neutralize instead of negating it, -15%; Precise, +20%; Ranged, +40%; Sorcery, -15%) [43].

Suspend Enchantment
Keywords: Resisted (Will or spell).
Full Cost: 90 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 90 minutes.

This spell lets you suppress one ongoing spell. It seems to vanish, but reappears when the Suspend Enchantment 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 caster’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 enchantment 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%; Precise, +20%; Ranged, +40%; Sorcery, -15%) [90].

Suspend Magery
Keywords: Resisted (Will).
Full Cost: 40 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 30 minutes.

This spell temporarily removes 3 levels of Magery of any kind from the victim. The victim does not lose his knowledge of spells. The subject adds their level of Magery to their resistance roll. This cannot be undone via Dispel Magic; countering it requires Remove Curse.
Statistics: Affliction 1 (Will; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; Negated Advantage, Magery 3, +35%; No Signature, +20%; Sorcery, -15%) [40]. Notes: The victim adding their Magery level to their resistance roll is a special feature. If Sorcery is the only magic system in use, Magery can be replaced by Sorcery Talent for the purpose of this spell. This replaces Negated Advantage, Magery 3, +35% with Negated Advantage, Sorcery Talent 3, +30%, but the total cost does not change. The GM may even allow to replace Magery with Sorcerous Empowerment, but this will increase the value of the Negated Advantage enhancement to +40%, making the spell’s full cost equal to 41 points.

  
Suspend Magic
Keywords: Area (Leveled), Resisted (Will or spell).
Full Cost: 48 points for level 1 + 25 points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: One minute.

This spell lets the caster temporarily suppress every ongoing spell within the area. The spells seem to vanish, but their effects resume when Suspend Magic ends. Time spent suspended does not count towards the durations of the spells. If any of the affected spells are  maintained, their casters will automatically know they are being suspended. This spell is not selective, it attempts to suspend all spells within the area. Spells that can only be removed by Remove Curse cannot be suspended; use Suspend Curse for those.
Treat the resistance roll as for Dispel Magic.
Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Area Effect, 2 yards, +50%; Interruption, -50%; Nuisance Effect, Suspends the spells for the duration of Neutralize instead of negating them, -15%; Ranged, +40%; Reduced Duration, 1/3, -10%; Sorcery, -15%; Variable, Area, +5%) [48]. Additional levels add Area Effect (+50%) [+25].
  
Suspend Mana
Keywords: Area (Leveled).
Full Cost: 112 points for level 1 + 15 points/additional level.
Casting Roll: None.
Range: Self.
Duration: Eight hours.

This spell temporarily drains mana from the area around the caster, making it difficult or impossible for others to cast spells and use magical abilities. This spell reduces the local mana level in the area by three steps. The area of effect stays stable with respect to the earth, but not to objects. Thus, if the spell is cast in a moving vehicle, the effect will stay at its point of origin, rather than moving with the vehicle.
This effect cannot be dispelled, but can be lifted with Remove Curse.
For details, see Mana (p. B235) and Mana (GURPS Thaumatology: Sorcery, p. 23).
Statistics: Mana Damper 3 (Area Effect, 2 yards, +50%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, 3,000x, +140%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%) [111] + Rules Exemption (Magical abilities can coexist with Mana Damper) [1]. Additional levels add Area Effect (+50%) [+15].
  
Suspend Spell
Keywords: Resisted (Will or spell).
Full Cost: 28 points.
Casting Roll: Will.
Range: Unlimited.
Duration: One minute.

This spell lets the caster suppress one ongoing spell. A spell that cannot be dispelled by Dispel Magic cannot be suspended – use Suspend Curse for that. It cannot end Truly Permanent effects, such as the magic of enchanted items. The spell seems to vanish, but its effect resumes when Suspend Spell ends. Time spent suspended does not count towards the spell’s duration. If the subject spell is maintained, its caster will automatically know it is being suspended. The sorcerer must state which spell they are attempting to suppress.
Suspend Spell must target the subject of the spell, which can be a person, object, or area. For areas, calculate range to the center of the area. Treat the resistance roll as for Dispel Magic.
Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Accessibility, One spell at a time, -5%; Fixed Duration, +0%; Interruption, -50%; Nuisance Effect, Suspends the spell for the duration of Neutralize instead of negating it, -15%; Precise, +20%; Ranged, +40%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [28].

Suspended Animation
Keywords: Buff.
Full Cost: 18 or 32 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim the improved version.
Range: Self or 100 yards.
Duration: Variable.

The subject enters a state of suspended animation. Anyone unfamiliar with this effect must win a Quick Contest of Diagnosis vs. the subject’s HT + 10 + Talent to discover that the subject isn’t dead. In this state, the subject does not need to breathe, and can go safely without food and water 1024 times longer. The subject is unaware of its surroundings while in suspended animation, but awakens automatically if injured. The caster may also set a mental “alarm clock” to awaken the subject after a certain amount of time has passed.
The basic (18-point) version of this spell affects only the sorcerer. The improved (32-point) version can affect anyone and works at a distance.
Statistics: The basic version is Metabolism Control 10 (Only to trance, -50%; Sorcery, -15%) [18]. The improved version is Affliction 1 (HT; Advantage, Suspended Animation, +200%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [32]. Note: “Suspended Animation” is Metabolism Control 10 (Only to trance, -50%; Magical, -10%) [20].

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