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.
   
Dispel Spark
Keywords: Resisted (better of HT or Will).
Full Cost: 110 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.

This spell snuffs the magical spark of life. The subject resists with the better of HT or Will. On a failure, the subject dies on the spot, as if he had died naturally. This spell affects not only living creatures, but also beings animated or reanimated by magic. Beings with Power Investiture add their Power Investiture level to their resistance roll.
Statistics: Affliction 1 (HT or Will; Cosmic, Can affect beings (re-)animated by magic, +50%; Cosmic, Reduced Time can turn Heart Attack into instant death, +300%; Heart Attack, +300%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Multiple ways to resist, -10%; Reduced Time 10 on Heart Attack, +200%; Sorcery, 15%) [110].

False Aura
Keywords: Buff, Area (Leveled).
Full Cost: 29 points for level 1 + 12.5 points/additional level*.
Casting Roll: None. Use Innate Attack (Gaze) to aim. Use IQ or Artist (Illusion) to determine how convincing the illusion is.
Range: 100 yards.
Duration: 30 minutes.

This illusion replaces the subject’s magical emanations with false ones. The subject must be wholly covered by the spell’s area of effect (see Area; GURPS Thaumatology - Sorcery, p. 9). For instance, a human could be made to have the aura of a Zombie, a sword could appear to be enchanted with Dancing Weapon, etc.
You must win a Quick Contest of IQ – or Artist (Illusion), if better – against the Per or Information spell skill of anyone you want to fool; otherwise they notice something “off.” Do not apply range penalties to your roll. Their roll is at +4 if they have reason to be alert for illusions or +10 if you replaces the emanations from out of nowhere. However, even if they successfully “disbelieve,” your illusion doesn’t disappear. Thus, even an obviously false aura can be useful to disguise the true aura of the subject.
Affliction 1 (HT; Accessibility, Advantage, False Aura, +130%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [29]. Notes: “False Aura” is Illusion (Emanation, -20%; Independence, +40%; Magical, -10%; Only to alter magical auras, -60%) [13*]. Additional levels add Area Effect (+50%) to the False Aura advantage [+12.5*].
* Calculate the total cost and then round down (because the base ability costs just 12.5 points before rounding). Level 2 of the spell costs 41 points, level 3 costs 54 points, level 4 costs 66 points, level 5 costs 79 points, and so on.

Magic Resistance
Keywords: Buff.
Full Cost: 17 points for level 1 + 5 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

The subject is less likely to be affected by magic. Subtract your Magic Resistance level from the skill of anyone casting a spell on your subject, and add it to the subject’s roll to resist any spell that offers a resistance roll. For instance, if you have Magic Resistance 3, wizards have -3 to cast spells on your subject and your subject gets +3 to resist. In addition, the subject may roll against HT + Magic Resistance to resist the effects of magical elixirs.
Magic Resistance only interferes with spells cast directly on the subject. It provides no benefit against Missile spells (which are cast on the wizard’s hand and hurled at the subject), attacks by magic weapons, or information-gathering spells that aren’t cast directly on the subject. It also has no effect on supernatural powers other than magic; e.g., divine miracles, psionics, or the innate powers of spirits.
Magic Resistance, and its precise level, can be recognized by any mage who looks at the target’s aura, or by anyone who casts a spell on the subject.
Statistics: Affliction 1 (HT; Advantage, Magic Resistance, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, 15%) [17]. Notes: Each level of “Magic Resistance” is Magic Resistance 1 (Improved, +150%; Magical, -10%) [5].

Scrywall
Keywords: Area (Leveled).
Full Cost: 82 points for level 1 + 10 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Two hours.

The area is nearly impossible to detect, see, or divine with any Information spells, regardless of the magic system used to cast them. Scrywall reduces the diviner’s effective margin of success by 10 for these purposes – so a spell that succeeded by 0-9 completely fails to divine the area, while one that succeeded by 10+ provides less information than normal and is at a huge disadvantage if it’s resisted.
A spell like Detect Magic will reveal the existence of the Scrywall spell, but that’s all – and the caster would have to first see the area with his own eyes to cast it.
The basic (82-point) version of this spell covers a two-yard radius. For each additional 10 points, you may double this radius; e.g., four yards for 92 points, 8 yards for 102 points, or 16 yards for 112 points. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area.
Statistics: Obscure 10 (Information Spells; Defensive, +50%; Extended Duration, 1,000x, +120%; Magical, -10%; Ranged, +50%; Stealthy, +100%) [82]. Additional levels add more Area Effect (+50%) [+10].

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