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: 32 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. A roll to resist
failed by less than 5 stuns the target, allowing them to roll again once per
second to recover. If the victim fails by 5 or more, or rolls a critical failure,
they die on the spot as if of natural causes. This spell affects not only
living creatures, but also beings animated or reanimated by magic.
In most settings, this spell treads
on ground claimed by the Higher Powers. If that is the case, beings with Power
Investiture add their Power Investiture level to their resistance roll.
Statistics: Affliction
1 (HT or Will; Accessibility, Only on living creatures and beings animated or
reanimated by magic, -5%; Disadvantage, Secondary Fragile (Enhanced Unnatural),
+20%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Multiple ways
to resist, -10%; Secondary Heart Attack, +60%; Sorcery, -15%) [32]. 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.
False Aura
Keywords: Buff, Area (Leveled).
Full Cost: 34 points for level 1 +
12.5 points/additional level*.
Casting Roll: None. Use IQ or Artist
(Illusion) to determine how convincing the illusion is.
Range: 100 yards.
Duration: Indefinite.
This illusion replaces magical
emanations in the area with false ones. For instance, humans in the area could
be made to have the auras of Zombies, weapons could appear to be enchanted with
Penetrating Weapon, the area itself could appear to be under the effects of
Grease, etc. The caster must concentrate to change the illusion.
The caster must win a Quick Contest
of IQ – or Artist (Illusion), if better – against the Per or Information spell
skill of anyone they want to fool; otherwise something “off” is noticed. Do not
apply range penalties to the caster’s roll. Creatures inspecting the False Aura
roll at +4 if they have reason to be alert for illusions or +10 if the caster
replaced the emanations from out of nowhere (for example, if the original aura
was already under the inspection of the Detect Magic spell). However, even if they
successfully “disbelieve,” the illusion does not disappear. Thus, even an
obviously false aura can be useful to disguise the true aura of in the area.
Statistics: Illusion (Alters magical auras instead of creating visible images, -0%; Independence, +40%; Ranged, +40%; Sorcery, -15%; Visual Only, -30%) [34]. 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: 16 points for level 1 + 5 points/additional level*.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: One minute.
This spell makes the subject resistant to magic, granting them one level
of Magic Resistance (p. B67) per level of this spell (maximum 4*). Subtract the
Magic Resistance level from the skill of anyone directly casting a spell on the subject, and add it to the
subject’s roll to resist any spell that offers a resistance roll. In addition,
the subject may roll against HT + Magic Resistance to resist the effects of
magical elixirs.
Magic Resistance provides no benefit against Missile spells, attacks by
magic weapons, or information-gathering spells that aren’t cast directly on the
subject.
Magic Resistance, and its precise level, can be recognized by any
creature looking at the target’s aura, or by anyone who casts a spell on the
subject.
Statistics: Affliction
1 (HT; Advantage, Magic Resistance 1, +50%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery,
-15%) [16]. Additional levels add further Magic Resistance to the Advantage
enhancement (+50%) [+5*]. Note: Each
level of “Magic Resistance” is Magic Resistance 1 (Improved, +150%; Magical,
-10%) [5*].
* The maximum of 4 was chosen for
convenience. If the GM wishes to remove the limit, they should keep in mind
that the actual cost of each additional level of the spell is 4.8 points. That
will affect the full cost for levels past 4.
Scrywall
Keywords: Area (Leveled).
Full Cost: 86 points for level 1 +
10 points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Eight 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 (GURPS Thaumatology: Sorcery, p. 19) 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.
Statistics: Obscure 10 (Information Spells; Defensive, +50%; Extended Duration, 3,000x, +140%; Ranged, +50%; Sorcery, -15%; Stealthy, +100%; Variable, Area, +5%) [86]. Additional levels add more Area Effect (+50%) [+10].
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