Sorcery: Meta Spells IV
Even more meta spells. Pentagram is useful when containing summoning demons. Remove Aura allows to escape magical detection. Spell Wall prevents spells from crossing the wall. Spellguard makes another spell resistant to tampering attempts.
Pentagram
Keywords: Area (Leveled).
Full Cost: 291 points for level 1 + 40
points/additional level (or more).
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Permanent.
The sorcerer conjures an invisible
dome-shaped magical barrier that blocks non-summoning spells and magical
creatures from passing in either direction, even if they are insubstantial. Any
magical (zombie, golem, elemental, demon, etc.) creature wishing to cross the
barrier may try to force its way through it as a free action (one attempt per
turn): the creature rolls thrust damage and if this overcomes the Pentagram’s
DR, it gets through. This does not dispel the Pentagram’s barrier, which simply
seals closed behind the creature. Slams and collisions with the Pentagram
inflict their usual damage for the purpose of breaking through, but the
collider takes no damage, as the barrier absorbs kinetic force.
The Pentagram gives DR against all
mundane and magical attacks produced by the magical creatures contained within.
Thus, the trapped creature cannot even push out a physical object out of the
Pentagram, unless it manages to break the barrier’s DR.
Spells can be cast within the
Pentagram, but no spell, except for the summoning ones, can cross its barrier
in either direction. Jet and Missile spells that hit the barrier dissipate
rather than attempting to break through the DR.
This spell must be cast on a
star-shaped figure drawn on the floor or ground. If part of the pentagram is
cut or erased (which can be done by a nonmagical creature from outside the
Pentagram), its power will be lost until the caster can rejoin the pentagram
and recast the spell.
By default, Pentagram provides DR
10. However, more potent versions are available that multiply DR and full cost
by the same amount:
DR
|
Full Cost
|
10
|
291 points for level 1 + 40
points/additional level
|
20
|
476 points for level 1 + 65
points/additional level
|
30
|
661 points for level 1 + 90
points/additional level
|
50
|
1,031 points for level 1 + 140
points/additional level
|
100
|
1,956 points for level 1 + 265
points/additional level
|
Statistics: Damage
Resistance 10 (Accessibility, Must be cast on a prepared pentagram of an
appropriate size, -40%; Affects Insubstantial, +20%; Affects Others, +50%; Area
Effect, 2 yards, +50%; Extended Duration, Permanent, +150%; Force Field, +20%;
Limited, Magical creatures and physical objects moved by them, -60%; Link,
+10%; Ranged, +40%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%) [185]
+ Rules Exemption (Magical abilities can coexist with anti-magical Static) [1]
+ Static (Magic; Accessibility, Does not affect summoning spells, -5%;
Accessibility, Must be cast on a prepared pentagram of an appropriate size,
-40%; Area Effect, 2 yards, +100%; Extended Duration, Permanent, +150%; Link,
+10%; Only around the border of the area, -0%; Ranged, +40%; Magical, -10%;
Variable, Area, +5%) [105]. Additional levels increase Area Effect (+50%) [+25
and +15]. More powerful versions leave Rules Exemption and Static as is but
multiply DR and the cost of DR by 2, 3, 5, or 10. As a special effect, this
forms a hemispherical dome, not a cylinder.
Remove Aura
Keywords: Buff.
Full Cost: 48 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: Instantaneous, see below.
This spell removes the magical
emanations and mystical associations of the subject entirely. The subject’s
past cannot be divined by the Psychometry advantage (p. B78) and by spells such
as Ancient History, Divination, Echoes of the Past, History, Images of the
Past, Prehistory, Scents of the Past, and, if the subject is an inanimate
object, it “forgets” its past for the purpose of these spells and abilities. In
addition, facts about the subject’s past cannot be recalled with Recall, and
the subject does not show up as hidden for the See Secrets spell, because its
aura “forgets” that it was deliberately hidden. For the purpose of the Seeker
spell and similar abilities, the subject loses “association” with everything.
Whatever happens to the subject after
its aura is removed can still be freely accessed by those spells and abilities.
Statistics: Affliction
1 (HT; Advantage, Remove Aura, +90%; Cosmic, Allows Time-Spanning on an attack,
+50%; Disadvantage, Total Amnesia, Variant, +25%; Extended Duration, Permanent,
+150%; Increased 1/2D, 10x, +15%; Long-Range 1 on Time-Spanning, +50%; No
Signature, +20%; Nuisance Effect, Duration is limited by the present time, -5%;
Sorcery, -15%; Time-Spanning, Past Only, -0%) [48]. Note: “Remove Aura” is Zeroed (Only affects auras and mystical
association, -0%; Magical, -10%) [9].
Spell Wall
Keywords: Area (Leveled).
Full Cost: 133 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 conjures a translucent wall
that attempts to negate any spell cast through it from one side, specified by
the caster upon casting. Spell Wall does not affect missile and jet spells. To
penetrate Spell Wall, the caster must win a Quick Contest of Will with the
caster of Spell Wall. If the spell already requires a Quick Contest of some
kind, then the attacker rolls only once, but the target gets +5 to resist.
To find the maximum square yardage
available, look up the level of this spell on the Leveled Area Table (GURPS Thaumatology: Sorcery, p. 9) and multiply
the given radius by 3. Alternatively, know that Spell Wall 1 has a maximum area
of six square yards, with each additional level doubling that cumulatively. For
example, Spell Wall 3 has a limit of 24 square yards, allowing the sorcerer to
conjure a wall six yards long by four yards high, 12 yards long by two yards
high, or any other valid combination. The caster may form this into any shape
he wishes.
Statistics: Static
(Magic; Area Effect, 2 yards, +100%; Discriminatory, Variant, +150%; Extended
Duration, 30x, +60%; Ranged, +40%; Resistible, -50%; Sorcery, -15%; Variable,
Area, +5%; Visible, -10%; Wall, Shapeable, +60%) [132] + Rules Exemption
(Magical abilities can coexist with anti-magical Static) [1]. Additional levels
increase Area Effect (+50%) for Static [+15].
Spellguard
Keywords: Area (Special).
Full Cost: 138 points for level 1 +
54 points/additional level (or more).
Casting Roll: IQ.
Range: 100 yards.
Duration: Eight hours.
This spell lets the caster protect
other ongoing spells in the area from tampering. Anyone attempting to magically
tamper (dispel, displace, steal, counter, etc.) with the spells in the area is
at -2 to skill. Even if the tampering caster normally need not roll, they
must roll now (usually against Will + Talent; GM’s call). The first level of this spell covers an area two yards in
radius; each additional level increases this by one yard. The caster can omit
any spells in the area that they do not want to protect against tampering.
More potent versions of this spell
inflict a greater penalty to tampering rolls and increase the initial area of
effect. In all cases, further levels add the same +1 yard/level.
Penalty
|
Initial Radius
|
Full Cost
|
-2
|
Two yards
|
138 points for level 1 + 54
points/additional level
|
-4
|
Four yards
|
276 points for level 1 + 54
points/additional level
|
-6
|
Six yards
|
414 points for level 1 + 54
points/additional level
|
Statistics: Control
Magic 2 (Accessibility, Only to penalize tampering, ‑65%; Cannot
concentrate to extend duration, ‑10%; Extended Duration on
Persistent, 3,000x, +140%;
Persistent, +40%; Ranged, +40%; Sorcery, ‑15%) [138].
Additional levels add Control Magic +1 (Accessibility, Only to penalize
tampering, ‑65%; Cannot concentrate to extend duration, ‑10%; Extended
Duration on Persistent, 3,000x, +140%; Only
increases area of effect, ‑50%; Persistent, +40%; Ranged, +40%;
Sorcery, ‑15%) [54/level]. The two stronger versions change the initial Control
level to 4 [276] or 6 [414]. Note: As
this is one advantage (Control Magic) with the Sorcery limitation, not two, it
costs only 1 FP to use.
Are you aware of Patyrsun's Codex Arcanum website? Could be a valuable source of even more Sorcery spell conversions for you.
ReplyDeleteNo, wasn't aware. Checked it out, and it looks interesting.
DeleteThat website no longer has his Mind Control spell college expansion, but I found it before his final update, when he did have those spells up. If you think you can use them, I'll send them to you.
ReplyDeleteSure, that would be neat. I don't know when I will be able to use them, but it still sounds interesting. Upload the file somewhere, if you do not mind.
Delete