Friday 13 January 2017

Sorcery: Cantrips

Sorcery: Cantrips

Sorcery allows the caster to improvise spells, but the ability is limited by the level of the Sorcerous Empowerment advantage, unless the caster is using hardcore improvisation. If the caster only has a single level of this advantage, he will be able to improvise only really weak 1-point spells. GURPS Thaumatology - Sorcery and GURPS Sorcery - Protection & Warning Spells give us only a couple of such spells, so let's make some more. Most of these spells are based on perks from GURPS Power-Ups 2 - Perks with some adjustments. Accessory works wonders!

Alarm
Keywords: None.
Full Cost: 1 point.
Casting Roll: None.
Range: Self.
Duration: Indefinite.

Alerts the caster at a specified time in the future, awakening him if necessary. It will also remind him of one thing (in effect, delivering a message), provided he specified that thing at the time the Alarm spell was cast. Can be set to “go off” up to a week from time of casting. Unlike most spells with an Indefinite duration, this spell drains FP at a rate of 1 FP per hour, not minute.
Statistics: Accessory (Alarm Clock; Sorcery, -15%) [1].

Cancel Pregnancy
Keywords: None.
Full Cost: 1 point.
Casting Roll: Will.
Range: Self.
Duration: Instantaneous.

You can absorb an early fetus back into the womb.
Statistics: Reabsorption (Sorcery, -15%) [1].

Detect Plant Sapience
Keywords: Information.
Full Cost: 1 point.
Casting Roll: IQ+4. Use DX or unarmed combat skill to hit.
Range: Touch.
Duration: Instantaneous.

With a touch and an IQ+4 roll, you can determine if a plant is sapient. This includes any tree that is currently the subject of Arboreal Immurement.
Statistics: Detect Plant Sapience (Sorcery, -15%) [1].

Find Direction
Keywords: Information.
Full Cost: 1 point.
Casting Roll: None.
Range: Self.
Duration: Instantaneous.

Tells the caster which direction is North. Alternately, it can tell which way his home is. Note that no one can have more than one true home, and a wanderer may have none!
Statistics: Accessory (Compass; Sorcery, -15%) [1].

Luminous Body
Keywords: Obvious.
Full Cost: 1 point.
Casting Roll: None.
Range: Self.
Duration: 1 hour.

Your body emits light for 1 hour. This is usually equivalent to a torch (lights a 2-yard radius).
Statistics: Illumination (Sorcery, -15%) [1].

Mighty Breath
Keywords: Jet, Obvious.
Full Cost: 1 point.
Casting Roll: None. Use Innate Attack (Breath) to hit.
Range: 2 yards.
Duration: Instantaneous.

You can project a stream of air strong enough to scatter dust and extinguish candles at two yards. It has no combat effect. Juvenile apprentices speak of a variant that emits air from... the body’s nether end.
Statistics: Air Jet (Sorcery, -15%) [1].

Parthenogenesis
Keywords: None.
Full Cost: 1 point.
Casting Roll: None.
Range: Self.
Duration: Instantaneous.

You can trigger pregnancy by casting this spell. The fetus is effectively your clone.
Statistics: Parthenogenesis (Sorcery, -15%) [1].

Silk String
Keywords: Obvious.
Full Cost: 1 point.
Casting Roll: None.
Range: Self.
Duration: Instantaneous.

You can produce a 5-yard long string of silk. You can cast this spell continuously without letting go of the string, each time adding 5 yards to its length. This gives you improved climbing ability (p. B349) and can also be used with Swinging (GURPS Power-Ups 2: Perks, p. 16). You cannot entangle foes with the string. The string disappears when you let go of it.
Statistics: Climbing Line (Sorcery, -15%) [1].

Sweat
Keywords: None.
Full Cost: 1 point.
Casting Roll: None.
Range: Self.
Duration: Instantaneous.

You can moisten the exterior of your body, becoming damp enough to negate ongoing damage due to Cyclic (pp. B103-104) contact effects. You can extinguish ordinary flame if you’re on fire, flush away acid or poison, and so on. Water cannot be usefully collected (e.g., to drink). Clothing or armor that’s easily ruined or rusted by moisture must roll as in Slime, Sand, and Equipment Failure (p. B485).
Statistics: Rinse (Magical, -10%) [1].

Tell Position
Keywords: Information.
Full Cost: 1 point.
Casting Roll: None.
Range: Self.
Duration: Instantaneous.

Tells the caster the subject’s exact distance, azimuth, and altitude relative to the caster. The caster must be able to see the subject. Error is around 5%; where relevant, the GM will secretly roll 2d-7 for the percentage, keeping negative numbers.
Statistics: Eye for Distance (Sorcery, -15%) [1].

Tell Time
Keywords: Information.
Full Cost: 1 point.
Casting Roll: None.
Range: Self.
Duration: Instantaneous.

Tells the caster what time it is – as well as the day and year, should that be in doubt.
Statistics: Accessory (Clock; Sorcery, -15%) [1].

Touch
Keywords: None.
Full Cost: 1 point.
Casting Roll: IQ.
Range: 10 yards.
Duration: Instantaneous.

The subject feels a light touch at a spot of the caster’s choice. The touch is easily felt, even through armor, but has no effect other than to attract the subject’s attention; it cannot cause pain or discomfort, but it is very likely to distract him.
Statistics: Touch (Sorcery, -15%) [1].

No comments:

Post a Comment