Saturday, 27 May 2017

Sorcery: Enchantment Spells III

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.
    
Doppelgänger
Keywords: None.
Full Cost: 54 points.
Casting Roll: None.
Range: Touch.
Duration: Indefinite, see text.

A Doppelgänger is a duplicate of a person, fabricated through powerful magic. The Doppelgänger must be prepared for a specific target; both a sample of the target’s body (hair, blood, etc.) and a cherished personal possession of the target are required. A statue of the original must be sculpted, using some pure elemental “material” – pure ice or snow from a mountaintop, stone or fire from the bowels of a volcano, and so on are all appropriate materials. The likeness is achieved with an appropriate Shape spell or Artist (Sculpting) skill roll at -10.
The Doppelgänger has all the attributes, skills, and knowledge of the original, with the exception of magic; it has no Magery and cannot cast any spells. It gets its knowledge from the embedded object; anything that the History spell could divine, it will know. It acts as the original would, had the Doppelgänger’s creator enslaved him. Suspend Curse paralyzes it, and Remove Curse destroys it.
When destroyed, all that is left is a mass of the original material (a puddle of water, a mound of earth, a sudden rush of flames) and the personal possession.
It is very difficult to detect the trickery. Whenever the GM judges an Information spell does not altogether fail to tell the copy from the original, he should let the Doppelgänger spell resist. The Aura spell and the Empathy advantage would be Resisted, for example.
If the doppelgäanger is destroyed, the caster must wait a full day to create a new one. You can only cast this spell if your character’s point total is equal or bigger than the doppelgänger’s.
Unlike most spells with an Indefinite duration, this spell drains FP at a rate of 1 FP per hour, not minute.
Statistics: Ally (Doppelgänger; Built on 100%; Constantly, no roll required; Adjustable, Doppelgängers, +150%; Magical, -10%; Minion, +50%; Requires preparation, -20%) [54].

Golem
Keywords: None.
Full Cost: 44 points.
Casting Roll: None.
Range: Touch.
Duration: Indefinite, see text.

The caster animates a golem. The golem’s body must be prepared in advance. See GURPS Magic, page 59 for the clay golem template.
If the golem is destroyed, the caster must wait a full day to create a new one. You can only cast this spell if your character’s point total is equal or bigger than the golem’s.
Unlike most spells with an Indefinite duration, this spell drains FP at a rate of 1 FP per hour, not minute.
Statistics: Ally (Golem; Built on 100%; Constantly, no roll required; Adjustable, Golems, +100%; Magical, -10%; Minion, +50%; Requires preparation, -20%) [44].

Simulacrum
Keywords: None.
Full Cost: 44 points.
Casting Roll: None.
Range: Touch.
Duration: Indefinite, see text.

The caster animates a golem in the exact image of a particular victim. The golem must be prepared for a specific target; this requires the incorporation of something from the original’s body (hair, blood, etc.) into the creation. Otherwise, any materials appropriate for golems (clay, stone, flesh, etc.) may be used, along with any other materials that the GM approves. An appropriate Shape spell or Artist (Sculpting) skill roll at -10 is necessary to achieve a good likeness – the caster need not do this himself. The simulacrum, once enchanted, appears identical to the target (including such details as eye color and skin tone) through a sort of always-on illusion disguise.
The simulacrum has the same attributes as the underlying golem. Golems intended as simulacra are often designed with higher IQ than ordinary golems, to improve the deception. Once the simulacrum is activated, it takes on the persona and knowledge of the target, as the caster perceives them.
If the simulacrum is destroyed, the caster must wait a full day to create a new one. You can only cast this spell if your character’s point total is equal or bigger than the simulacrum’s.
Unlike most spells with an Indefinite duration, this spell drains FP at a rate of 1 FP per hour, not minute.
Statistics: Ally (Simulacrum; Built on 100%; Constantly, no roll required; Adjustable, Simulacra, +100%; Magical, -10%; Minion, +50%; Requires preparation, -20%) [44].



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