Magic: Assorted Spells
Continuing on with the D&D spells conversion. Here we have Clone that isn't quite Simulacrum or Doppelganger. Status allows the caster to know the condition of his friends across long distance. Ventriloquism allows the caster to displace the origin point of his vocal sounds.
Enchantment
Clone (VH)
Enchantment
This spell makes an inert duplicate
of a creature. If the original individual has been slain, its soul immediately
transfers to the clone, creating a replacement (provided that the soul is free
and willing to return). The original’s physical remains, should they still
exist, become inert and cannot thereafter be restored to life. If the original
creature has reached the end of its natural life span (that is, it has died of
natural causes), any cloning attempt fails.
To create the duplicate, you must
have a piece of flesh (not hair, nails, scales, or the like) with a volume of
at least 1 cubic inch that was taken from the original creature’s living body.
The piece of flesh need not be fresh, but it must be kept from rotting. The
duplicate must be grown in a laboratory for 4 months and then activated by
casting this spell. This requires a successful Alchemy or Bioengineering
(Cloning) roll, depending on the nature of the cloning.
When the clone is completed, the
original’s soul enters it immediately, if that creature is already dead. The
clone is physically identical with the original and possesses the same
personality and memories as the original. In other respects, treat the clone as
if it were the original character raised from the dead. The spell duplicates
only the original’s body and mind, not its equipment.
A duplicate can be grown while the
original still lives, or when the original soul is unavailable, but the
resulting body is merely a soulless bit of inert flesh, which rots if not
preserved.
Time to grow the body: 4 months.
Energy cost to activate: 1,000.
Prerequisites:
Magery 3, Possession, Soul Jar.
Resilient Sphere
Regular; Special Resistance
A globe of shimmering force encloses
a creature, just like a spherical Force Dome. The sphere contains its subject
for the spell’s duration. Unlike Force Dome, this barrier allows air to pass,
so the subject may breathe freely.
The subject may struggle, but the
sphere cannot be physically moved either by people outside it or by the
struggles of those within.
Most targets resist by moving fast
enough to get out – use the higher of DX or twice
Basic Speed. Someone capable of an active defense involving teleportation or
insubstantiality may choose to rely on that instead; this is a resistance roll
using the controlling score, not an active defense roll. Magic Resistance
always subtracts from the caster’s skill, but it adds only to the subject’s DX-
or Speed-based resistance.
This is also a Protection &
Warning spell.
Duration: 1
minute.
Cost: 10.
Half to maintain.
Prerequisites:
Magery 3, Create Air, Force Dome.
Telekinetic Sphere
Regular; Special Resistance
Like Resilient Sphere, with the
addition that the creatures or objects inside the globe are nearly weightless.
Anything contained within a telekinetic sphere weighs only one-sixteenth of its
normal weight. The caster can telekinetically move the sphere that normally
weighs 5,000 pounds or less at Move 5 by taking a Concentrate maneuver. He
cannot move the sphere further than 30 yards away from him.
Duration: 1
minute.
Cost: 12.
Half to maintain.
Prerequisites:
Magery 3, Resilient Sphere.
Knowledge
Status
Information
Like Seeker (GURPS Magic, p. 105), but also lets the caster know the status of
the subject – his health, status conditions (nausea, stunning, unconsciousness,
coma, etc.), etc.
Cost: 3. One
try per week.
Prerequisites: Magery 1, Seeker, Sense Life.
Item
Jewelry.
Something pertaining to the subject must be used in making the item, and
incorporated into it. Energy cost to
create: 500.
Protection & Warning
Resilient Sphere
Regular; Special Resistance
See
Force spells.
Sound
Sonic Weapon
Regular
Causes any weapon to emit sonic
vibrations, which does not harm the user but lets the weapon do +2 burning damage
to foes or objects (after penetrating armor and figuring other bonuses). This
damage cannot set anything on fire.
Duration: 1
minute.
Cost: 4 to
cast. 2 to maintain.
Time to cast:
3 seconds.
Prerequisite:
Magery 1, Sound Jet.
Item
A weapon that becomes charged with sonic energy
whenever wielded, at no energy cost to the user. Cost to create: 1,250 energy, $3,000 spell materials.
Ventriloquism
Regular
The caster can make his voice (or
any sound that he can normally make vocally) seem to issue from someplace else.
He can speak in any language he knows. Apply range penalties to the sound
origin point.
Duration: 1 minute.
Cost: 1 to
cast. Same to maintain.
Time to cast:
1 second.
Prerequisites:
Voices.
Item
Jewelry. Energy
cost to create: 200.
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