Sorcery: Animal Spells
I've neglected the college of Animal spells for a while, so it's time to get my hands on it. Beast Summoning is an expensive spell that calls the nearest animal to the caster. Beast-Rouser excites an animal, while Beast-Soother calms it down. Hybrid Control takes over a hybrid (a griffin, a manticore, etc.), and Repel Hybrids creates an area avoided by the hybrids.
Beast Summoning
Keywords: Resisted (Will).
Full Cost: 114 points.
Casting Roll: Per to detect, IQ to
analyze, IQ to assume control.
Range: Unlimited.
Duration: 3 minutes.
After casting, the GM rolls against
the sorcerer’s Per, with a penalty based on the distance to the nearest animal.
This spell uses long-distance modifiers. If successful, the caster knows the
exact distance and direction to the animal, and may first make a follow-up IQ
roll with the same penalty to analyze the target (for example, to determine its
health) and another follow-up IQ roll to call it to himself. It moves towards
the caster as fast as it can, until the spell ends or the animal reaches the
immediate vicinity of the caster.
Once the animal reaches the caster,
it stays nearby, without attacking, until the spell ends. The spell is broken if
the caster or one of his companions attacks the animal.
Statistics: Detect
Animal (Link, +10%; Lock-On, +50%; Long-Range 1, +50%; Magical, -10%; Precise,
+100%; Selective Effect, +20%) [64] + Mind Control (Accessibility, Animals Only,
-25%; Accessibility, Only to make the animal travel to you, -80%; Fixed
Duration, +0%; Independent, +70%; Link, +10%; Long-Range 1, +50%; Sorcery, -15%;
Terminal Condition, Broken if attacked, -10%) [50].
Beast-Rouser
Keywords: Resisted (Will).
Full Cost: 25 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: 3 minutes.
You can enrage any single animal –
or of one square yard of a swarm of smaller animals (including insects). Only
creatures with a racial IQ of 1-5 or less can be affected, though the GM may make
exceptions for animals with IQ 6 and Bestial.
Statistics:
Mind Control (Accessibility, Animals only, -25%; Accessibility, Only to enrage,
-30%; Emotion Control, -50%; Independent, +70%; Sorcery, -15%) [25].
Beast-Soother
Keywords: Resisted (Will).
Full Cost: 25 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: 3 minutes.
You can calm down any single animal
– or of one square yard of a swarm of smaller animals (including insects). Only
creatures with a racial IQ of 1-5 or less can be affected, though the GM may make
exceptions for animals with IQ 6 and Bestial.
Statistics:
Mind Control (Accessibility, Animals only, -25%; Accessibility, Only to calm
down, -30%; Emotion Control, -50%; Independent, +70%; Sorcery, -15%) [25].
Hybrid Control
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Special.
You can take control of any single hybrid
creature – or of one square yard of a swarm of smaller hybrid creatures. Only hybrids
with a racial IQ of 1-5 or less can be affected, though the GM may make
exceptions for hybrids with IQ 6 and Bestial. In addition to range penalties,
your casting roll is at -1 for each other hybrid currently under your control.
If you tie, nothing happens, but if you lose the creature is immune to you for
24 hours and can sense your attempted coercion; the GM will make a new reaction
roll at -2, using the worse of its existing or new reaction.
While under your control, the hybrid
will follow any general orders you give. You cannot be very specific! “Protect
me” is a valid order, but “lead my friend toward the nearest city” is not. When
in doubt, the GM will make an IQ roll for the hybrid to see how well it
interprets what you’re saying.
This spell has an indefinite
duration if you take constant Concentrate maneuvers to keep it active (and pay
the usual 1 FP per minute). Once you stop concentrating, it continues to last
for a fixed duration (at no FP cost) in minutes equal to the margin by which
you won the initial Quick Contest. If you lose consciousness, the spell ends
immediately.
Statistics:
Mind Control (Accessibility, Hybrids only, -40%; Suggestion, -40%; Sorcery,
-15%) [10].
Repel Hybrids
Keywords: Area (Leveled), Resisted
(IQ).
Full Cost: 46 points for level 1 + 5
points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: 50 minutes.
Hybrid creatures (GURPS Magic, p. 19) become unwilling to
enter the area; any already within the area leave immediately. You may exclude
specific, known hybrids or even broad classes of hybrids from the effects. You
may also reduce the area effect if you wish to.
While this spell is technically
resisted by each hybrid’s IQ, in practice the GM should bother only for
extraordinary hybrids. If so, victory allows the hybrid to remain within the
area for three minutes, after which it must roll again.
Statistics:
Affliction 1 (IQ; Accessibility, Hybrids Only, -40%; Area Effect, 2 yards,
+50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Extended Duration on
Persistent, 100x, +80%; Fixed Duration, +0%; Malediction 2, +150%; No
Signature, +20%; Persistent, +40%; Selective Area, +20%; Sorcery, -15%) [46].
Additional levels add Area Effect (+50%) [+5].
No comments:
Post a Comment