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.

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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