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.
Impression Blocker
Keywords: Buff.
Full Cost: 60 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 1 day.
Seeker (GURPS Magic, p. 105) and related spells require an object
associated with the item or person sought in order to work. This spell enchants
a container so that it allows people to carry items without them becoming
“associated” with the carrier.
An object in a closed blocker
container retains the impressions it had when the container was shut. If removed,
handled briefly, and replaced, the object will acquire a very faint impression
of the handler, but it won’t be enough for a Seeker spell unless the handler
does so once a day for decades.
Statistics:
Affliction 1 (HT; Accessibility, Only on containers, -20%; Advantage, Impression
Blocker, +380%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%;
Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [60]. Note: “Impression
Blocker” is Obscure 10 (Impressions; Defensive, +50%; Magical, -10%; No Area of
Effect, -50%; Stealthy, +100%) [38].
Hideaway
Keywords: Buff.
Full Cost: 29 points for level 1 + 7
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 1 day.
You make a container bigger on the
inside than it is on the outside. Each level provides extra space for (caster’s
HP x caster’s HP)/200 cubic feet of possessions. While you can multiply by 20
lbs./cubic foot to estimate weight, the contents aren’t affected by gravity and
capacity doesn’t depend on the caster’s ST. Rather than being protected by the
container’s defensive advantages, extra possessions are in another dimension
entirely and can’t be affected by any normal attack.
When the spell ends, all contents
that cannot fit are expelled.
Statistics:
Affliction 1 (HT; Accessibility, Only on containers, -20%; Advantage, Hideaway 1,
+70%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x,
+15%; No Signature, +20%; Sorcery, -15%) [29]. Note: Each level of “Hideaway”
is Payload 5 (Cosmic, Extraplanar, +50%; Magical, -10%) [7].
Leak
Keywords: Resisted (HT).
Full Cost: 38 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 day.
The container enchanted will have an
uncanny tendency to “lose” whatever is put in it (coins, arrows, clothes,
etc.). Whenever an item is put into the container, make a 3d roll. If the
result is higher than 9, then the item will disappear into thin air 2d minutes
later. It is not destroyed, but is deposited somewhere outside the container,
as if it was dropped or lost. Living beings are unaffected.
Statistics:
Affliction 1 (HT; Accessibility, Only on containers, -20%; Disadvantage,
Kleptomania (9), Variant, +22%; Extended Duration, 1,000x, +120%; Fixed
Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [38].
Soul Stone
Keywords: Resisted (Will).
Full Cost: 166 points.
Casting Roll: Will. Special casting
time.
Range: Unlimited.
Duration: Truly Permanent.
Traps the subject’s soul in some
inanimate object (which the subject must be touching). If the subject is not
the caster, then he must be present, and either willing or unconscious. The
ritual requires 8 hours of uninterrupted concentration.
When your soul is in a Soul Stone, the
subject cannot be killed. He becomes immune to disease, poison, and aging. Injury
affects him normally, but he needs never make a HT roll to stay alive. Once he reaches
-10xHP, he is reduced to an indestructible skeleton and automatically falls
unconscious. He sustains no further damage from any attack. Once the damage
stops, he heals normally – even if he has been hacked to pieces – and any
severed body parts will grow back. He regain consciousness once he has positive
HP.
Statistics:
Affliction 1 (Will; Advantage, Soul Stone, +1,200%; Based on Will, +20%; Extended
Duration, Truly Permanent, +300%; Immediate Preparation Required, 8 hours,
-90%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Subject must
be willing or unconscious, -30%; Sorcery, -15%) [166]. Note: “Soul Stone” is Immunity to Disease (Magical, -10%; Requires
a Soul Stone, -5%) [9] + Immunity to Poison (Magical, -10%; Requires a Soul
Stone, -5%) [13] + Unaging (Magical, -10%; Requires a Soul Stone, -5%) [13] +
Unkillable 2 (Magical, -10%; Requires a Soul Stone, -5%) [85].
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