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.
Bless
Keywords: Buff.
Full Cost: 26 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 90 minutes.
Once per hour of play (or once per
day of game time, if the GM prefers that option), the subject may reroll one of
their undesirable rolls two more times and take the best of the three rolls.
They must declare that they are using their Bless immediately before rolling
the dice. Once the subject or anyone else has made another die roll, it is too
late to use Bless. If the subject already has used Bless in the last hour of
play (or day of game time, if the GM prefers that option) or other forms of the
Luck (p. B66) advantage, they cannot use it again until enough time passes,
even if they are affected by this spell.
Statistics: Affliction
1 (HT; Advantage, Bless, +80%; Extended Duration, 30x, +60%; Fixed Duration,
+0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [26]. Notes: “Bless” is Luck (Active, -40%;
Magical, -10%) [8]. The Game Time, +0% enhancement is optional – discuss with
the GM which version is in use in the game.
Curse
Keywords: Resisted (Will).
Full Cost: 55 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent.
The subject gains the Cursed (p.
B129) disadvantage. When anything goes wrong for the subject’s party, it
happens to the subject. If something goes right, it does not affect the
subject. This can cover vital die rolls, enemy appearance, and other bad
happenings. These harmful events may be not only inconvenient, but also lethal.
This cannot be undone via Dispel
Magic (GURPS Thaumatology: Sorcery, p.
21); countering it requires Remove Curse (GURPS
Thaumatology: Sorcery, p. 21).
Statistics:
Affliction 1 (Will; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%;
Disadvantage, Cursed, +75%; Extended Duration, Permanent, +150%; Fixed
Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [55].
Dread Curse
Keywords: Resisted (Will).
Full Cost: 77 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Until the subject fails a
roll.
This spell curses the subject (who
must be a living creature or a being animated by magic) to certain doom. The
next success roll the subject fails for anything creates a fatal chain of
events for them, that doesn’t have to be probable, plausible, or especially
sensible. The only limit is the GM’s imagination, though this should be colored
by the failure.
This cannot be undone via Dispel
Magic (GURPS Thaumatology: Sorcery, p.
21); countering it requires Remove Curse (GURPS
Thaumatology: Sorcery, p. 21).
Statistics: Affliction
1 (Will; Accessibility, Only on living creatures and beings animated or
reanimated by magic, -5%; Based on Will, +20%; Cosmic, Immune to Dispel Magic,
+50%; Disadvantage, Fragile (Enhanced Unnatural), +100%; Heart Attack, Variant,
+300%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%; Triggered
Delay, Failed roll, +50%) [77]. Notes:
Fragile (Enhanced Unnatural) means the subject dies if reduced to 0 HP;
therefore, since Heart Attack reduces the target’s HP to 0, the target dies.
This spell originally appeared in GURPS
Magic: Death Spells.
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