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.
Catch Spell
Keywords: None.
Full Cost: 63 points/level.
Casting Roll: DX/2 + 3. Use Innate
Attack (Projectile) to aim the caught spell.
Range: Self.
Duration: Instantaneous.
This spell may be cast as an
immediate reaction against Missile spells that have been projected at the
caster of this spell, allowing them to catch the missile as it comes within
reach. So long as the casting roll is
successful and the spell’s basic damage is less than (Catch Spell level)x2
dice, the spell is physically caught in the caster’s free hand. Convert all
flat damage to dice (as per p. B269) for this determination. Catch Spell also
allows the caster to catch non-damaging Missile spells; each level of Catch
Spell can repel two levels of Affliction or 10 levels of Binding. However, the
caster cannot catch area spells.
Once caught, the spell can be held
by the caster to be thrown later, as if they had cast it themselves. If the
caster switches to another spell, the caught spell dissipates harmlessly.
Regardless of the skill used by the original caster, the caught spell is aimed
with Innate Attack (Projectile). The caster does not have to spend FP to throw
the caught spell.
The casting roll is modified by
Talent and Combat Reflexes. If the caster tries to cast Catch Missile more than
once in a turn, the casting roll takes a cumulative -4 penalty per attempt
after the first within a turn. The caster rolls at -4 if stunned and cannot
cast Catch Missile in situations where they would not get an active defense. If
the casting fails, all future castings cost an additional 1 FP until the next
successful casting. If the caster drops to 3 FP or less from casting Catch
Missile, they cannot cast this spell until all
FP are replenished. This spell does count as an active defense for the purpose
of cumulative defense penalties and cannot be combined with other active
defenses.
Statistics: Damage
Resistance 7 (Accessibility, Requires gestures, -10%; Active Defense, -40%; All-or-Nothing,
-10%; All-Out, -25%; Cosmic, Can change the target for Reflection, +50%; Force
Field, +20%; Limited, Missile Spells, -40%; Reflection, +100%; Sorcery, -15%;
Triggered Delay on Reflection, +50%) [63/level]. Notes: Each DR 7 is converted into 2d per p. B269. The ruling on
Affliction and Binding is from p. 168 of GURPS
Powers. All-Out turns the casting into an actual active defense,
prohibiting the caster from using this spell in conjunction with another active
defense. The requirement of a free hand restricts the sorcerer’s options when
using Alternative Rituals (GURPS
Thaumatology: Sorcery, p. 7).
Displace Spell
Keywords: Area (Special).
Full Cost: 33 points for level 1 + 6
points/additional level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.
The caster can move an Area spell,
which must have an initial radius (in yards) no greater than the caster’s level
of this spell, and which center must be within 100 yards. This allows the
caster to “walk” the spell, with Move 3. They must actively concentrate while
moving the spell. The caster cannot move Truly Permanent spell effects, such as
Drain Mana or Restore Mana.
If the spell is already under
someone else’s direct control (for example, if the spell has the Mobile
enhancement and the original caster can concentrate to move it, or if someone
else has cast Displace Spell on it), roll a Quick Contest of the caster’s IQ
against the other person’s IQ or appropriate spell skill, if the control was
established by a spell of another magic system. The caster must win to
establish control.
Statistics: Control
Magic 1 (Accessibility, Only to move Area spells, -55%; Ranged, +40%; Sorcery,
-15%) [21] + Control Magic +2 (Accessibility, Only to move Area spells,
-55%; Does not increase area of effect, -50%; Ranged, +40%; Sorcery, -15%)
[12]. Additional levels add Control Magic +1 (Accessibility, Only to move Area
spells, -55%; Only increases area of effect, -50%; Ranged, +40%; Sorcery, -15%)
[6/level]. Note: As this is one
advantage (Control Magic) with the Sorcery limitation, not two, it costs only 1
FP to use.
Scryfool
Keywords: Buff.
Full Cost: 78 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Five hours.
This spell redirects Information
spells targeted at a first subject onto a second subject, the “decoy.” Both
subjects must be present at casting time; add the range penalties, if any.
Unwilling subjects resist automatically. If the diviner’s margin of success is
10 or more, then he divines the correct subject.
A spell like Detect Magic (GURPS Thaumatology: Sorcery, p. 19) will
reveal the existence of the Scryfool spell, but that’s all – and the caster
would have to first see the subject with his own eyes to cast it.
Statistics: Affliction
1 (Advantage, Scryfool, +580%; Extended Duration,
100x, +80%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [78]. Note: “Scryfool”
is Obscure 10 (Information Spells; Cosmic, Redirects to a decoy, +100%;
Defensive, +50%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [58].
Spell Shield
Keywords: Area (Leveled).
Full Cost: 70 points for level 1 + 15
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Five minutes.
This spell creates a transparent
dome that attempts to negate any spell cast through it. Spells can be cast
within the dome, but no spell can cross the boundary freely. Spell Shield does
not affect missile and jet spells. To penetrate Spell Shield, the caster must
win a Quick Contest of Will with the caster of Spell Shield. If the spell
already requires a Quick Contest of some kind, then the attacker rolls only
once, but the target gets +5 to resist.
Statistics: Static
(Magic; Area Effect, 2 yards, +100%; Extended Duration, 30x, +60%; Only around
the border of the area, -0%; Ranged, +40%; Resistible, -50%; Sorcery, -15%;
Variable, Area, +5%; Visible, -10%) [69] + Rules Exemption (Magical abilities
can coexist with anti-magical Static) [1]. Additional levels increase Area
Effect (+50%) for Static [+15]. Note:
As a special effect, this forms a hemispherical dome, not a cylinder.
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