Monday 22 May 2017

Sorcery: Enchantment Spells

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.
    
Adjustable Clothing
Keywords: Armor Buff.
Full Cost: 47 points for level 1 + 18 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 1 day.

Causes an item of clothing to adjust to fit whoever wears it, within limits. The adjustment occurs as the wearer begins to put it on, so the enchantment won’t be discovered if someone picks up the item and immediately discards it as “obviously” the wrong size. When removed, the item returns to its original size. The change in size does change weight as well; an object that doubled in size would increase in weight eightfold. If the duration runs out when the item is not of its original size, it returns to its original size as soon as the wearer takes it off. Each level of this spell allows the item to grow or shrink up to (1 – spell level) band of SM. For example, a pair of SM+0 pants affected by Adjustable Clothing 2 would be able to grow or shrink to fit a SM-1 or SM+1 being, and SM+0 suit affected by Adjustable Clothing 1 would be “one size fits all” as long as the wearer is SM+0.
This spell acts as if it were one level lower for rigid or metal armor (or two levels lower for both), and as two levels lower if the item covers all hit locations.
Statistics: Affliction 1 (HT; Accessibility, Only on clothing and armor, -20%; Advantage, Adjustable Clothing 1, +250%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [47]. Additional levels add further Adjustable Clothing to the Advantage enhancement (+180%) [+18]. Notes: “Adjustable Clothing 1” is 25 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -2 in effect penalties. This spell is based on the Adjustable Gear imbuement skill from this blog post.

Hex
Keywords: Buff.
Full Cost: 273 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

Makes the item impossible to put down/take off/get out of/etc. In itself, this effect is merely inconvenient, and can even be useful – for instance, you will never drop a hexed weapon, and a hexed pair of glasses will never fall off. However, if the hexed object has another malign spell on it, it becomes much more dangerous. The hex effect is “always on.”
To escape from a hexed object, you must remove or suppress the enchantment, find someone to cast a Remove Curse spell (Dispel Magic does not work), or amputate the body part involved. Attempts to break or cut off the hexed item will fail (or result in amputation). GMs should permit this rule to have illogical results, if necessary, to keep the hexed object on the victim. Hexes aren’t logical!
Statistics: Affliction 1 (HT; Accessibility, Only on objects, -10%; Advantage, Hex, +2,530%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [273]. Notes: “Hex” is 253 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). This spell is based on the Summonable Gear imbuement skill from this blog post.

Loyal Sword
Keywords: Weapon Buff.
Full Cost: 40 or 51 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes or Permanent.

The subject weapon seeks to return to the wearer’s hand if it is dropped or thrown – even if the wearer becomes unable to fight. When dropped, it returns on the next turn, as though it was drawn again. When thrown, it flies until it hits something or falls to the ground, and then returns in as straight a line as possible, with a Move equal to the caster’s IQ. It avoids enemies and obstacles when returning!
A loyal weapon can be trapped, captured out of the air, etc., while returning, but it requires a DX-4 roll to catch it, and its constant attempts to return to its owner give anyone else a -4 to fight with it.
The basic (40-point) version lasts for 30 minutes. The improved (51-point) version lasts permanently. Should the owner die, the weapon returns to the dead body, but then becomes loyal to the first creature to pick it up. A loyal weapon can be sold or given away at any time, but the transaction must be wholly voluntary; it is then loyal to the new owner.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Loyal Sword, +260%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [40]. Notes: “Loyal Sword” is Imbue 2 (Limited Skill Access, One Skill, -80%) [4] + Unusual Training [1] + Returning Weapon (VH) DX [8] modified with Cosmic, No die roll required (+100%), Magical (10%), Reduced Fatigue Cost 1 (+20%), Nuisance Effect, Does not return projectiles (-10%) for a final cost of 26 points. The improved version replaced Extended Duration, 10x, +40% with Extended Duration, Permanent, +150% [+11]. This spell is based on the Returning Weapon imbuement skill from Pyramid #3-13.


Quick-Draw
Keywords: Weapon Buff.
Full Cost: 14 points for level 1 + 4 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell gives a +1 to Fast-Draw rolls to draw the enchanted weapon per level.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Quick-Draw 1, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [14]. Additional levels add further Accuracy to the Advantage enhancement [+4]. Note: Each level of “Quick-Draw” is DX 1 (Accessibility, Only to Fast-Draw this weapon, -80%; Magical, -10%) [4/level].

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