Sorcery: Eternal Undeath
Whew, I was dreading this moment, but the spells ended up being not as hard to convert as I thought. Lich transforms the caster into a lich, and Wraith transforms him into a wraith.
Lich
Keywords: None.
Full Cost: 31 points + 0.9 x Lich
template cost. (126 if using the template from GURPS Magic).
Casting Roll: IQ.
Range: Self.
Duration: Truly Permanent.
This spell lets the caster become a lich,
a sorcerer preserved into undeath with powerful magic and alchemy. He retains
his personality, knowledge, IQ, skills, and spells, and all his mental
advantages and disadvantages (including Sorcerous Empowerment), but gains the physical
and supernatural traits of a lich, as determined by the GM. The more powerful
that package, the higher the full cost of the spell.
After the GM determines the lich template
(and hence, the spell cost), the mage must complete a preparation ritual. This
ritual takes 30 days. These do not have to be continuous or consecutive, but
any day devoted toward the ritual cannot be spent adventuring, working on other
projects, etc.; the sorcerer has only enough free time to eat, sleep, bathe,
and perhaps converse a bit. At the end of the ritual, he rolls against IQ +
Talent. Any failure does 6d toxic damage to the caster, ignoring DR. A success
prepares the sorcerer’s body for the next step.
To complete the transformation, the would-be
lich must drink an alchemical elixir of Lichdom. The elixir of Lichdom is
prepared like any other alchemical elixir (see GURPS Magic, p. 210); it requires $13,500 in materials and 50 weeks
of brewing. It defaults to Alchemy-7. Anyone not currently under the effects of
a Lich spell who imbibes an elixir of Lichdom is affected as if he had drunk an
elixir of Death (GURPS Magic, p.
215). However, an elixir of Lichdom cannot be counteracted, even with an alchemical
Antidote. The elixir of Lichdom is forbidden everywhere, and formularies for it
are almost impossible to find; most liches are compelled to reinvent it from
scratch.
When a sorcerer under the Lich spell
drinks a potion of Lichdom, he must roll vs. HT. If he succeeds, he dies,
rising as a lich in 2d days. If he fails, he just dies. Luck, as well as the
Bless and Wish spells, can influence this HT roll.
This spell cannot be enchanted onto
an item, and cannot be dispelled even with Remove Curse. Since this spell is
usually cast only once, most would-be liches use hardcore improvisation to cast
it.
Statistics:
Alternate Form (Lich*; Extended Duration, Truly Permanent, +300%; Nuisance
Effect, 6d toxic damage on a failure, -30%; Preparation Required, 1 month,
Variant, -80%; Requires IQ Roll, -10%; Sorcery, -15%; Trigger, Potion of
Lichdom, -60%) [31 + 0.9 x Lich template cost]. If using the template from GURPS Magic the full cost is equal to
126.
* A meta-trait from p. 160 of GURPS Magic.
Wraith
Keywords: Buff.
Full Cost: 70 points + 0.9 x Wraith
template cost. (280 if using the template from GURPS Magic).
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
Enchants a ring or an amulet that will
turn the wearer into a wraith, an undead guardian sustained by magic. It
attempts to affect the wearer every time it is put on. The spell is Resisted normally
by HT. If the subject ever fails to resist (or chooses not to), he “dies” and
rises as a wraith 24 hours later.
The GM determines the exact
abilities of the wraith, but mental traits are preserved as per the Lich spell.
The wraith always has a Dependency (p. B130) on the Wraith item (a rare item,
required constantly, for -150 points), and shrivels and dies if it is removed
or destroyed. This item isn’t Hexed; the victim can remove it and die if he
wishes. Only Remove Enchantment can reverse the Wraith spell without harm.
Each Wraith item can sustain one wraith
at a time. Once a given item has produced a wraith, it has no effect on other
wearers until its wraith has been destroyed. The Wraith spell has no effect on
the undead.
Typically, this spell can only be used to enchant items, but in
some games the GM may allow it to be used as is.
Statistics: Affliction 1 (HT; Accessibility, Only living creatures, -10%; Advantage, Wraith, +560%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [70 + 0.9 x Wraith template cost]. Notes: “Wraith” is Alternate Form (Wraith*; Extended Duration, Truly Permanent, +300%; Magical, -10%) [59 + 0.9 x Wraith template cost]. If using the template from GURPS Magic the full cost is equal to 280.
* A meta-trait from p. 160 of GURPS Magic.
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