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.
Alter Visage
Keywords: Buff.
Full Cost: 38 points.
Casting Roll: None or Disguise. Use
Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Five hours.
You can alter the subject’s facial features
(but not clothing or makeup) to duplicate those of another member of your race
or a very similar race. This requires a Disguise roll if you try to duplicate a
particular individual. This ability gives +4 to all Disguise rolls made by the
subject.
Statistics:
Affliction 1 (HT; Advantage, Alter Visage, +180%; Extended Duration, 100x,
+80%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [38]. Note: “Alter Visage” is Elastic Skin (Magical, -10%) [18].
Transmogrification
Keywords: Buff.
Full Cost: 96 points or more.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The caster transforms the subject
into an inanimate object of a similar weight. Clothing and gear weighing no more
than his BL change with him. He cannot shift back on his own; he must wait for
the spell to expire or be dispelled. (This does not change if the sorcerer is
the subject.) The
caster may only learn the form of an object with which he is familiar. If the
subject is destroyed, he immediately reverts to his native form (which will
also be unconscious or dead).
The subject retains his
intelligence, but gains all the physical attributes of the new form.
Statistics:
Affliction 1 (HT; Advantage, Transmogrification, +800%; Extended Duration, 10x,
+40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,
-15%) [96]. Notes: “Transmogrification” is Morph (Can Carry Objects, No
Encumbrance, +10%; Magical, -10%; Mass Conservation, -20%; Unliving Forms Only,
-0%) [80]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at
will but it takes 10 seconds to do so. This spell costs 96 points for a racial template
worth no more than the subject’s native racial template. A more powerful form
costs 96 points plus 90% of the difference in cost between the subject’s native
template and that of the other form. The caster may learn to affect more
powerful subjects by investing more points into this spell.
Transform Body
Keywords: None.
Full Cost: 25 points or more; see
text.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
Take the form of another sapient race.
Each race is a different spell, to be learned separately. The caster may only
learn the form of a race with which he is familiar. If he is knocked out or
killed, he immediately reverts to his native form (which will also be
unconscious or dead).
The caster retains his intelligence,
but gains all the physical attributes of the new form. Note that FP are not
increased for spellcasting purposes.
If the caster has a single Transform
Body spell, it costs 25 points for a racial template worth no more than his native
racial template. A more powerful form costs 25 points plus 90% of the
difference in cost between the caster’s native template and that of his other
form. If the caster has multiple Transform Body spells, he pays full cost for
the most expensive form. The less powerful forms cost a flat 25 points apiece.
Minimum cost per form is still 25 points.
Statistics: Alternate
Form (Reduced Time 4, +80%; Sorcery, -15%) [25].
Transform Other
Keywords: Buff.
Full Cost: 31 points or more.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The caster transforms the subject
into a creature of another sapient race. Clothing and gear weighing no more
than his BL change with him. He cannot shift back on his own; he must wait for
the spell to expire or be dispelled. (This does not change if the sorcerer is
the subject.) Each form is a different spell, to be learned separately. The
caster may only learn the form of a race with which he is familiar. If the
subject is knocked out or killed, he immediately reverts to his native form
(which will also be unconscious or dead).
The subject retains his
intelligence, but gains all the physical attributes of the new form.
Statistics:
Affliction 1 (HT; Advantage, Transform Other, +150%; Extended Duration, 10x,
+40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,
-15%) [31]. Notes: “Transform Other” is Alternate Form (Sapient Race; Can Carry
Objects, No Encumbrance, +10%; Magical, -10%) [15]. If turned into a “usually
on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds
to do so. This spell costs 31 points for a racial template worth no more than the
subject’s native racial template. A more powerful form costs 31 points plus 90%
of the difference in cost between the subject’s native template and that of the
other form. The caster may learn to affect more powerful subjects by investing
more points into this spell.
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