Friday, 30 June 2017

Sorcery: Making & Breaking Spells IV

Sorcery: Making & Breaking Spells IV

Even more making & breaking spells! Explode explodes an object. Reshape lets the caster shape any solid object. Rive pokes a hole in an object. Ruin ages an object 5 years in 1 minute.

Thursday, 29 June 2017

Sorcery: Making & Breaking Spells III

Sorcery: Making & Breaking Spells III

More making & breaking spells. Animate Object lets an inanimate object flex. Knot ties a knot that cannot be untied without magic. Shatter destroys an object. Stiffen makes a limp object stiff.

Wednesday, 28 June 2017

Sorcery: Making & Breaking Spells II

Sorcery: Making & Breaking Spells II

Four making spells. Copy makes a copy of a page of writing. Dye changes a material's color. Rejoin heals an object. Restore makes the object look as new.

Tuesday, 27 June 2017

Sorcery: Knowledge Spells V

Sorcery: Knowledge Spells V

Last three knowledge spells! Forbidden Wisdom reveals a forbidden truth that unmakes the victim. See Secrets reveals hidden objects to the subject. Vision of Doom makes the subject commit suicide.

Monday, 26 June 2017

Sorcery: Knowledge Spells IV

Sorcery: Knowledge Spells IV

Even more knowledge spells. Know True Shape identifies shapechangers. Reconstruct Spell analyses residual magical emanations. Seeker lets the caster attune and seek the subject. Trace lets the caster track his subject.

Sunday, 25 June 2017

Sorcery: Knowledge Spells III

Sorcery: Knowledge Spells III

Knowledge spells are very useful. Glass Wall lets the caster see through walls. Know Location and Pathfinder let the caster avoid getting lost. Summon Shade lets the caster divine the future.

Saturday, 24 June 2017

Sorcery: Knowledge Spells II

Sorcery: Knowledge Spells II

I'm not done with the Knowledge college yet. Identify Spell identifies spells cast on or by the subject. Analyze Spell does so automatically. Mage Sense lets the caster detect the presence of magic. Mage Sight lets the caster see magical auras.

Friday, 23 June 2017

Sorcery: Blesses and Curses

Sorcery: Blesses and Curses

Last meta spells! They might be more appropriate to divine spellcasters. Bless lets the subject reroll a die twice. Curse makes the subject the most unlucky party member. Dread Curse kills the subject when he fails a roll.

Thursday, 22 June 2017

Sorcery: Meta Spells V

Sorcery: Meta Spells V

Drain Magery weakens magical abilities of the subject. Drain Mana and Restore Mana manipulate the flow of mana. Steal Spell steals control over an ongoing spell.

Wednesday, 21 June 2017

Sorcery: Meta Spells IV

Sorcery: Meta Spells IV

Even more meta spells. Pentagram is useful when containing summoning demons. Remove Aura allows to escape magical detection. Spell Wall prevents spells from crossing the wall. Spellguard makes another spell resistant to tampering attempts.

Tuesday, 20 June 2017

Sorcery: Meta Spells III

Sorcery: Meta Spells III

Some tools against enemy spellcasters. Catch Spell is great in magic duels. Displace Spell lets the caster move that nasty Fire Cloud somewhere else. Scryfool redirects scrying attempts to a decoy. Spell Shield negates most of the spell cast through it.

Monday, 19 June 2017

Sorcery: Meta Spells II

Sorcery: Meta Spells II

More magicy magic. Dispel Spark instantly kills a living or animated by magic creature. False Aura alters the subject's aura. Magic Resistance is a very useful spell. Scrywall lets the caster keep secrets from other mages.

Sunday, 18 June 2017

Sorcery: Meta Spells

Sorcery: Meta Spells



Oh, meta spells, how I love you all. A magical setting always needs magic that deals with magic. Conceal Magic makes the subject harder to detect with magic. Counterspell dispels one spell. Ward is an active defense spell that counters the spell as it is being cast. Reflect is like Ward, but reflects the spell back to the caster. 

Saturday, 17 June 2017

Sorcery: Plant Spells VI

Sorcery: Plant Spells VI

Last plant spells from GURPS Magic. Animate Plant turns a plant into an ally. Plant Form and Plant Form Other let the caster transform himself or other creatures into plants. Plant Speech lets the caster talk to plants. Rain of Nuts is an irritating area effect.

Friday, 16 June 2017

Sorcery: Plant Spells V

Sorcery: Plant Spells V

Even more plant spells! Essential Wood transforms wood into a magical essence of wood. Plant Control telekinetically controls a plant. Walk Through Plants is useful when traveling through jungles. Walk Through Wood can be used to circumwent wooden barriers.

Thursday, 15 June 2017

Sorcery: Plant Spells IV

Sorcery: Plant Spells IV

False Tracks makes the subject leave different footprints. Plant Sense lets the subject sense the surroundings by the minute disturbances of vegetation. Rejuvenate Plant causes chairs to sprout leaves. Wither Plant instantly kills a plant.

Wednesday, 14 June 2017

Sorcery: Plant Spells III

Sorcery: Plant Spells III

More plant spells. Blossom makes the subject plant bloom and bear fruit (and I'm really not sure if I statted it correctly). Conceal makes the vegetation grow over the objects in the area. Create Plant creates plants. Forest Warning makes it hard to sneak through a forested area.

Tuesday, 13 June 2017

Sorcery: Plant Spells II

Sorcery: Plant Spells II

Some more spells for druids, shamans, and other plant wizards. Hide Path makes the subject leave no trace in vegetation. Plant Growth is very useful when you want to grow something fast. Plant Vision lets the subject see through living vegetation. Pollen Cloud in an annoying debuff cloud.

Monday, 12 June 2017

Sorcery: Healing Spells VI

Sorcery: Healing Spells VI

Last healing spells! Cleansing removes foreign matter from a living creature's body. Halt Aging prevents the subject from aging for 1 month. Healing Slumber sends the subject into a healing sleep. Youth makes the subject younger.

Sunday, 11 June 2017

Sorcery: Healing Spells V

Sorcery: Healing Spells V

Even more healing spells! Relieve Addiction replaces three daily doses. Relieve Paralysis makes a subject temporarily immune to paralysis. Stop Paralysis cures paralysis. Restore Memory is helpful against brainwashers.

Saturday, 10 June 2017

Sorcery: Healing Spells IV

Sorcery: Healing Spells IV

More healing spells, but these ones are more straightforward. Major Healing and Great Healing are like Minor Healing, but better. Stop Bleeding allows the caster to bandage wounds with magic. Resuscitate can restart a heart or stop a functioning heart.

Friday, 9 June 2017

Sorcery: Healing Spells III

Sorcery: Healing Spells III

More healing spells. Had to jump through hoops to stat Neutralize Poison and Instant Neutralize Poison, but I'm content with them. Relieve Sickness alleviates sickness for a limited time. Remove Contagion removes infection from an area.

Thursday, 8 June 2017

Monster: Hill Giant

Monster: Hill Giant

Giants have a long history in fiction and gaming. Hill giants in D&D are the most weak and stupid giants, but they still can be formiddable opponents because of their brute strength. They do not possess any supernatural abilities, but can swing clubs and throw rocks.

Wednesday, 7 June 2017

Sorcery: Healing Spells II

Sorcery: Healing Spells II

Healing makes adventuring less dangerous, but also makes enemies more difficult to put down. Awaken instantly wakes the subject. Euthanize kills a willing creature. Recover Energy is a passive spell that increases the rate of fatigue regeneration. Share Vitality lets the caster take on the wounds of the subject.

Tuesday, 6 June 2017

Sorcery: Movement Spells VIII

Sorcery: Movement Spells VIII

Last Movement spells, including the spells from GURPS Magic - Death Spells! Disruption mangles the subject by an internal explosion. Ethereal Body makes the subject insubstantial. Pull and Repel create zones of attraction and repulsion, respectively. Quarter pulls the subject apart.

Monday, 5 June 2017

Sorcery: Movement Spells VII

Sorcery: Movement Spells VII

Even more movement spells, some of which needed some hoop-jumping to get them to work. Flying Carpet turns a carpet into a flying vehicle. Hawk Flight is an improved version of Flight. Light Tread makes the subject leave to trace. Slide lets the subject slide down slopes as if skiing.

Sunday, 4 June 2017

Monster: Hill Landwyrm

Monster: Hill Landwyrm

Desert and plains landwyrms are blurred out
Draconomicon is one of my favorite supplements for Dungeons and Dragons 3.5. It contains tons of draconic lore, options for dragons, allies of dragons, and dragonslayers. It also has some new monsters, and my favorites are the landwyrms. They are less smart than the true dragons, lack wings, breath weapons, and are based on their biome. Here we have my take on converting the hill landwyrm to GURPS.

Saturday, 3 June 2017

Monster: Otyugh

Monster: Otyugh

Otyughs are one of my favorites. Tentacle monsters that eat refuse, live in the sewers or dumpsters, and sometimes cooperate with people in exchange for food. They are strong, their tentacles are long, and their bites can infect victims with filth fever. Neat!

Friday, 2 June 2017

Sorcery: Movement Spells VI

Sorcery: Movement Spells VI

Sure there is a lot of spells in this college. Personal Flight lets the caster fly, and Flight makes it a buff spell. Slow drastically slows down the subject. Undo is useful when you are tied up. Winged Knife lets the caster pick up and throw weapons.

Thursday, 1 June 2017

Sorcery: Movement Spells V

Sorcery: Movement Spells V

Some more telekinetic spells. Dancing Object animates an object to perform its function. Distant Blow projects the force of a melee attack at a distance. Lockmaster instantly opens a lock. Manipulate allows fine manipulations at a distance.