Wednesday, 31 May 2017
Tuesday, 30 May 2017
Sorcery: Movement Spells III
More random movement spells. Jump increases jumping distance. Levitation moves living creatures. Lighten Burden increases carrying capacity. Quick March makes overland movement quicker.
Monday, 29 May 2017
Sorcery: Movement Spells II
Movement is another large college of magic. Apportation allows the caster to move distant objects. Glue makes a surface extremely sticky. Hold Fast negates knockback. Increase Burden increases an object's weight.
Sunday, 28 May 2017
Sorcery: Enchantment Spells IV
Last Enchantment spells that seem to be convertable to me. Hideaway makes a container a bag of holding. Leak makes a container lose its contents occasionally. Soul Stone makes the subject unkillable, trapping his soul in an inanimate object. Impression Blocker makes a container that protects items within from acquiring impressions of their owners.
Saturday, 27 May 2017
Sorcery: Enchantment Spells III
These three spells are identical stat-wise, but different fluff-wise. Golem animates a statue. Doppelgänger and Simulacrum animate an artificial duplicate of a specific person.
Friday, 26 May 2017
Sorcery: Enchantment Spells II
More general enchantment spells! Remove Enchantment disenchants an item. Resist Enchantment makes the item resistant to enchanting. Lesser Wish lets the caster dictate the results of one single roll before it os made. Wish lets him do it after the roll is made.
Thursday, 25 May 2017
Sorcery: Armor Enchantments
And now it's time to make some armor enchantments. Dancing Shield animates a shield. Defending Shield makes it easier for the wielder to block. Deflect increases the wearer's active defenses. Fortify increases the armor's DR. Lighten reduces the armor's weight.
Wednesday, 24 May 2017
Sorcery: Weapon Enchantments II
More weapon enchantments! Cornucopia lets the caster create projectiles in his quiver or another container. Dancing Weapon animates a weapon. Ghost Weapon lets the weapon harm insubstantial beings. Weapon Spirit transfers mental traits of a deceased being to a weapon.
Tuesday, 23 May 2017
Sorcery: Weapon Enchantments
Most of the weapon enchantments can be based on imbuements either from GURPS Power-Ups 1 - Imbuements or Pyramid #3-102. Accuracy improves the weapons chance to hit. Defending Weapon makes it easier to parry with the weapon. Graceful Weapon makes the weapon not become unready after attacking. Puissance makes the weapon deal more damage. Quick-Aim makes every Aim maneuver taken count as two.
Monday, 22 May 2017
Sorcery: Enchantment Spells
Pyramid #3-102 has a very nice article about crafting imbuements. The author of the article made a post on his blog, providing us a few new crafting imbuement skills. Let's turn them into spells! This sure required some additional fiddling with inserting new enhancements while converting skills into advantaged, but I think I did everything right. Adjustable Clothing enables an item of clothing or armor to change its size to fit the wearer. Hex makes an item impossible to remove. Loyal Sword makes the weapon fly back to its wielder when dropped or thrown. Quick-Draw lets the wielder instantly draw the subject weapon.
Sunday, 21 May 2017
Dungeons & Dragons and Pathfinder RPG have time-altering psionics. Here's my take on the psionic time manipulation. Abilities that can wreck plots, such as "true" time travel, are excluded.
Saturday, 20 May 2017
Sorcery: Gate Spells IV
Last gate spells! Control Gate closes, opens, or moves the subject gate. Create Door lets the caster and his friends/foes phase through a wall or another obstacle. Create Gate, Create Planar Gate, and Create Temporal Gate create portals to other places, planes, and times, respectively. Scry Gate lets the caster see through and opaque gate.
Friday, 19 May 2017
Thursday, 18 May 2017
Sorcery: Gate Spells III
I quite adore Gate spells. Hide Object is a spell equivalent of the famous bag of holding. Phase and Phase Other are active defenses that etherealize the caster ot another being for a moment. Sanctuary gives the caster a pocket dimension.
Wednesday, 17 May 2017
Sorcery: Gate Spells II
These spells ended up being very expensive. Beacon softens the space-time to ease the use of teleportation magic. Divert Plane Shift, Divert Teleport, and Divert Timeport change the destination of appropriate methods of magic transportation used by others. Trace Teleport lets the caster determine where did the teleporter go.
Tuesday, 16 May 2017
Sorcery: Mind Control Spells VIII
Last Mind Control spells, finally! Great Geas imposes any Obsession on the subject. Hallucination gives random hallucinations, while Great Hallucination allows the caster to actively alter the subject's perception. Oath works similarly to Great Geas, but on a willing subject.
Monday, 15 May 2017
Sorcery: Mind Control Spells VII
Will they ever end? Avoid makes an area unattractive to subjects. Lure compels the subjects to reach the area's center. Will Lock imposes a command to not cross the area's border. Glib Tongue makes everything the caster says seem to be what the subject wants to hear, but the caster has no clue what he is saying!
Sunday, 14 May 2017
Sorcery: Mind Control Spells VI
More Mind Control spells. Ecstasy incapacitated the subject with pleasure (may be addictive, up to GM). Enthrall captivates the audience for an hour. Nightmare makes a night of sleep not peaceful, and Peaceful Sleep does the opposite.
Saturday, 13 May 2017
Sorcery: Other Stealing Spells
Thee last Necromantic spells from GURPS Magic! Steal Beauty steals appearance levels, Steal Skill steals skill points, and Steal Youth ages the victim, making the caster younger.
Friday, 12 May 2017
Sorcery: Steal Attributes
At first I wanted to base these spells on Leech, but then decided that using Affliction here is better, because the caster is not supposed to heal HP. Steal Grace, Steal Might, Steal Wisdom, and Steal Vigor steal DX, ST, IQ, and HT, respectively.
Thursday, 11 May 2017
Sorcery: Mind Control Spells V
This college just cannot end! Drunkenness intoxicates the subject. Madness and Permanent Madness makes the subject insane. Mindlessness reduces the subject to babbling idiocy. Vigil allows the subject to get by with no sleep for a day.
Wednesday, 10 May 2017
Sorcery: Memory Spells
Even though I have already converted spells that make the subject forget something, there are still some memory-related spells left. False Memory implants a delusion. Memorize temporarily imbues the caster with perfect memory. Recall makes the subject recall a fact. Remember Path makes the target always able to retrace his path.
Tuesday, 9 May 2017
Sorcery: Mind Control Spells IV
Even more mind control spells! Disorient makes the subject lose his bearings. Forgetfulness and Permanent Forgetfulness wipes a single memory. Encrypt makes a visual information medium unreadable. Fear induces fear in those who interact with the caster.
Monday, 8 May 2017
Sorcery: Mind Control Spells III
More mind control spells. Emotion Control lets the caster control emotions. Fascinate allows the caster to hold the subject motionless with a stare. Suggestion and Mass Suggestion implant a general course of action to the subjects' minds.
Sunday, 7 May 2017
Sorcery: Mind Control Spells II
The College of Mind Control is a very big one, and it has many very powerful spells. Here we have four compulsion spells. Charm takes over the subject's mind for a limited time. Command forces the subject to obey one short command. Enslave makes the subject a permanent slave. Loyalty is used to befriend another person.
Saturday, 6 May 2017
Sorcery: Spirit Spells
Even more necromantic spells. I usually move Banish to the Gate college in my games. Banish lets the caster send an extraplanar being to its native plane. Bind Spirit (Type) allows the caster to temporarily enslave a spirit. Entrap Spirit makes a container or chamber impervious to spirits. Repel Spirits makes spirits unwilling to enter an area.
Friday, 5 May 2017
Sorcery: Transformation Spells
Finally, the last four Body Control spells! Alter Visage lets the caster change the subject's facial features. Transform Body allows the caster to change his race, and Transform Other allows the caster to change his subject's race. Transmogrification lets the caster turn people into inanimate objects.
Thursday, 4 May 2017
Sorcery: Body Control Spells III
Even more body control spells! Corpulence and Gauntness allow the caster to temporarily change the subject's weight. Deathtouch is a deadly melee attack spell. Sickness is a nasty debuff.
Wednesday, 3 May 2017
Sorcery: Limb Spells
All three following spells are part of the college of Body Control, and all three of them are related to limbs. Control Limb allows the caster to control his subject's limb. Lengthen Limb stretches his arms or legs. Wither Limb is a crippling melee attack spell.
Tuesday, 2 May 2017
Sorcery: Body Control Spells II
More Body Control spells, some of which are quite unusual. Fumble is a spell that can almost guarantee a failed Dodge or an attack. Hair Growth is both a useful debuff and a helpful spell for balding people. Sensitize makes the subject vulnerable to pain, and Resist Pain makes him immune to pain. Decapitation makes the head of the subject harmlessly come off!
Monday, 1 May 2017
Sorcery: Restorative Spells
Healing spells, both very expensive and moderately expensive. Restoration restores a crippled limb over the course of a month. Instant Restoration does the same thing, but instantly. Regeneration regrows a lost limb, and Instant Regeneration does it instantly (Reduced Time 25 was used to bring down the average duration of 2d+2 months to an instant). Resurrection brings a person back from the dead.