Sorcery: Meta Spells V
Drain Magery weakens magical abilities of the subject. Drain Mana and Restore Mana manipulate the flow of mana. Steal Spell steals control over an ongoing spell.
Drain Magery
Keywords: Resisted (Will + Magery).
Full Cost: 85 or 90 points.
Casting Roll: Will. Special casting
time (see below).
Range: Touch.
Duration: Truly Permanent.
This spell permanently removes one level of Magery of any kind from the
victim. The subject adds their level of Magery to their resistance roll. Effects
of subsequent casting are cumulative.
Casting the basic (85-point) version of this spell takes 10 minutes, and the
caster must touch the subject throughout the casting. Thus, this spell
typically can only be used on helpless subjects. The improved (90-point)
version of this spell can be cast in one second, making the spell viable when
the victim is not restrained. The victim does not lose his knowledge of spells,
but loses the ability to cast those that require a higher level of Magery than
their new one.
This spell’s effect is Truly Permanent – it cannot be dispelled, even
with Remove Curse. However, a critical failure with this spell costs the caster a level of Sorcery Talent and a
point of IQ!
Statistics: Affliction
1 (Will; Based on Will, +20%; Cumulative, +400%; Extended Duration, Truly
Permanent, +300%; Immediate Preparation Required, 10 minutes, -45%; Malediction
1, +100%; Melee Attack, Reach C, -30%; Negated Advantage, Magery 1, +10%; No
Signature, +20%; Nuisance Effect, The caster loses a level of Sorcery Talent
and a point of IQ on critical failure, -10%; Sorcery, -15%) [85]. The improved
version removed Immediate Preparation Required, 10 minutes, -45% [+5]. Notes: The victim adding their Magery
level to their resistance roll is a special feature. If Sorcery is the only
magic system in use, Magery can be replaced by Sorcery Talent for the purpose
of this spell without changing its cost. The GM may even allow to replace
Magery with Sorcerous Empowerment, but this will increase the value of the
Negated Advantage enhancement to +20%, making the spell’s full cost equal to 86
points.
Drain Mana
Keywords: Area (Leveled).
Full Cost: 123 points for level 1 + 15
points/additional level.
Casting Roll: None. Special casting
time (see below).
Range: Self.
Duration: Truly Permanent.
The caster performs a ritual that
requires one hour of unbroken concentration, and drains mana from the area
around them, making it difficult or impossible for others to cast spells and
use magical abilities. This spell reduces the local mana level in the area by
three steps. The area of effect stays stable with respect to the earth, but not
to objects. Thus, if the spell is cast in a moving vehicle, the effect will
stay at its point of origin, rather than moving with the vehicle.
This is a Truly Permanent effect
that cannot be dispelled, lifted with Remove Curse, or displaced with Displace
Spell.
For details, see Mana (p. B235) and Mana (GURPS Thaumatology:
Sorcery, p. 23).
Statistics: Mana
Damper 3 (Area Effect, 2 yards, +50%; Extended Duration, Truly Permanent,
+300%; Immediate Preparation Required, 1 hour, -75%; Persistent, +40%; Sorcery,
-15%; Variable, Area, +5%) [122] + Rules Exemption (Magical abilities can
coexist with Mana Damper) [1]. Additional levels add Area Effect (+50%) [+15].
Restore Mana
Keywords: Area (Leveled).
Full Cost: 370 points for level 1 + 50
points/additional level.
Casting Roll: None. Special casting
time (see below).
Range: Self.
Duration: Truly Permanent.
The caster performs a ritual that
requires one hour of unbroken concentration, and restores mana in a no-mana
zone, making it possible to cast spells within it. This spell increases the
mana level in the area around the caster by up to two steps, but it cannot
bring the mana level higher that the “average” mana level of the surrounding
area, regardless of what it might have been before. The area of effect stays
stable with respect to the earth, but not to objects. Thus, if the spell is
cast in a moving vehicle, the effect will stay at its point of origin, rather
than moving with the vehicle.
This is a Truly Permanent effect
that cannot be dispelled, lifted with Remove Curse, or displaced with Displace
Spell. Unlike other spells, Restore Mana itself is not affected by the ambient
mana level and can be cast when there is no mana at all.
For details, see Mana (p. B235) and Mana (GURPS Thaumatology:
Sorcery, p. 23).
Statistics: Mana
Enhancer 2 (Accessibility, Only to restore dead magic zones, -30%; Area Effect,
2 yards, +50%; Extended Duration, Truly Permanent, +300%; Immediate Preparation
Required, 1 hour, -75%; Nuisance Effect, Cannot bring the mana level higher
that the “average”, -10%; Persistent, +40%; Sorcery, -10%; Variable, Area, +5%)
[370]. Additional levels add Area Effect (+50%) [+50]. Note: The Sorcery limitation costs -10% because the dependency on
ambient mana is lifted for this spell.
Steal Spell
Keywords: Area (Special).
Full Cost: 30 points for level 1 +
15 points/additional level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.
This spell allows the caster to
attempt to take control of an ongoing spell that someone else has cast. Steal
Spell must target the subject, not the caster. When affecting an area spell,
the entire area must be covered by Steal Spell. The first level of this spell
covers an area one yard in radius; each additional level increases this by one
yard.
If the spell is already under
someone else’s direct control (for example, if the spell has an indefinite duration
and the original caster can change some of its parameters, 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. If the spell is a “fire and forget” one, then a successful
IQ roll is required.
Steal Spell allows the caster to
change parameters that the original caster had control over. For example, give
mental orders via Animal Control (GURPS
Thaumatology: Sorcery, p. 13), move Light (GURPS Thaumatology: Sorcery, p. 19), etc. Note that the caster must
not only pay the maintenance cost of Steal Spell, but also maintain the stolen
spell.
Statistics: Control
Magic 1 (Accessibility, Only to control parameters, -25%; Ranged, +40%;
Sorcery, ‑15%) [30]. Additional levels add Control Magic +1 (Accessibility, Only
to control parameters, -25%; Only increases area of effect, ‑50%; Ranged, +40%; Sorcery, ‑15%) [15/level]. Note: As this is one advantage (Control
Magic) with the Sorcery limitation, not two, it costs only 1 FP to use.
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