Monday 31 July 2017

Sorcery: Light and Darkness Spells V

Sorcery: Light and Darkness Spells V

Three more spells! Cleansing Light is a complex death spells that kills, blinds, and illuminates. Shadow-Slay is another transmutative death spell. Trapped Light is a complex spell from GURPS Magic - Plant Spells.

Sunday 30 July 2017

Sorcery: Illusion and Creation Spells

Sorcery: Illusion and Creation Spells

And again, two death spells and a style spell. Create Foreign Body can cause a heart attack or a lesser effect. Mass Invisibility is useful for group stealth. Phantom Killer slays the victim with a tangible illusion.

Saturday 29 July 2017

Sorcery: Sound Spells IV

Sorcery: Sound Spells IV

Continuing with the ongoing theme, we have two death spells and one style spell. Disrupt is a deadly version of Sound Jet. Fatal Frequency destroys the target with internal vibrations. Wail of the Banshee creates a scream that kills the target on the spot. This post is now obsolete due to the release of GURPS Sorcery: Sound Spells.

Friday 28 July 2017

Sorcery: Lightning Spells III

Sorcery: Lightning Spells III

And again, three lightning spells from GURPS Magic - Death Spells and GURPS Magical Styles - Dungeon Magic. Grave Grounding turns the subject to electricity and grounds him out. Lethal Lightning can cause unconsciousness or a heart attack. Stroke of Lightning strikes everyone in a 50-yard line.

Thursday 27 July 2017

Sorcery: Fire Spells II

Sorcery: Fire Spells II

Three more Fire spells, scattered around GURPS Magic - Death Spells and GURPS Magical Styles - Dungeon Magic. Blast Ball is an upgraded Explosive Fireball. Cremate incinerates the victim. Snuff Life's Flame kills the subject via a quick series of transmutations.

Wednesday 26 July 2017

Sorcery: Technological Spells

Sorcery: Technological Spells

Despite having converted the whole college of Technology, I have never used this post title before. Here are 3 Technological spell found outside of GURPS Magic. Awaken Building grants a building awareness and sapience. Reckless Reconstitution kills a creature by enlarging dust, sand, and other inorganic particles found in or on its body. Stop Impulse makes a brain stop sending any impulses to the body.

Tuesday 25 July 2017

Sorcery: Body Control Spells IV

Sorcery: Body Control Spells IV

I found 3 more Body Control spells outside of GURPS Magic. Breath Adaptation is useful for speleologists. Death causes a heart attack. Doomtouch can kill a living creature instantly.

Monday 24 July 2017

Sorcery: Air Spells IV

Sorcery: Air Spells IV

Here are two Air spells from GURPS Magic - Death Spells and two spells from GURPS Underground Adventures. Embolism creates a bubble of air within the subject's bloodstream. Monitor Air lets the subject know if the air he is breathing is unsafe. Steal Breath makes the subject unable to breathe. Test Air determines if the air is safe to breathe.

Sunday 23 July 2017

Magic: Incarnum Spells

Magic: Incarnum Spells

A quite long time ago I converted a set of soul-based powers from D&D 3.5 Magic of Incarnum. The power modifier mentioned the existence of spells and other abilities that counteract meldshaping, but they did not actually exist. Now I took a look at the spell section in Magic of Incarnum and decided to convert the spells to vanilla GURPS magic. This post will present a list of spells, some of which have the special Incarnum type. Spells with this special type can only be cast by characters with the new Incarnum Spellshaping perk (basically, a perk-level Unusual Background) and can only be cast by spending essentia or be enhanced by spending essentia. High skill does not reduce the essentia cost. Most of the spells can be assigned to the Meta college, and the spells Soul Blight, Steal Essentia, and Wrathful Doom may be assigned to the Necromancy college.

Saturday 22 July 2017

Sorcery: Bio-Tech Spells IV

Sorcery: Bio-Tech Spells IV

Last three bio-tech spells. Spellgraft imbues an embryo with magical abilities. Warp Fetus deforms an embryo or fetus. Transfer Pregnancy is used to transfer embryos between wombs or growth tanks.

Friday 21 July 2017

Sorcery: Bio-Tech Spells III

Sorcery: Bio-Tech Spells III

Even more bio-tech spells. Sense Disease is useful for mages obsessed with cleanliness. Sense Nano is probably only useful in high TL settings. Sequence DNA is a magical aid for genetic engineers.

Thursday 20 July 2017

Sorcery: Bio-Tech Spells II

Sorcery: Bio-Tech Spells II

And here are some more bio-tech spells. Ease Labor makes childbirth trouble-free. Remove Fetus can also ease childbirth or be used to abort a child. Manipulate DNA allows the caster to perform genetic engineering with no tools.

Wednesday 19 July 2017

Sorcery: Bio-Tech Spells I

Sorcery: Bio-Tech Spells I

GURPS Bio-Tech has a small section with several spells. Accelerate Pregnancy is useful when a king needs a heir very fast. Alter Nanovirus is useful when you find a lousy old nanovirus container in ancient ruins, but want to make it better. Analyze Heredity is useful when the father of a child is unknown. Create Chimera is perfect for mad wizards and druids.

Tuesday 18 July 2017

Treasure: Special Materials V

Treasure: Special Materials V

More Pathfinder special materials! This time we have three similar materials - fire-forged steel, frost-forged steel, and siccatite.

Monday 17 July 2017

Treasure: Special Materials IV

Treasure: Special Materials IV

Here are three more special materials from Pathfinder RPG - darkleaf cloth, greenwood, and Elysian bronze.

Sunday 16 July 2017

Sorcery: Necromantic Spells VII

Sorcery: Necromantic Spells VII

There are some necromantic spells scattered outside of GURPS Magic. Soul Prison rips out the victim's soul. Suicide kills the caster instantly. Zombie Vehicle brings a disabled vehicle to unlife. Zombify infects the victim with a disease that turns him into a ravenous zombie.

Saturday 15 July 2017

Sorcery: Hellish Spells

Sorcery: Hellish Spells

Here we have four hellish spells. Rift to Hell and Glimpse of Hell are based on spells from GURPS Thaumatology - Magical Styles. The first one sends the victim to hell, and the second one traumatizes the victim's mind with hellish visions. Underworld Imprisonment is a variant of Rift to Hell from GURPS Magic - Death Spells. Hellspawn is a spell from GURPS Bio-Tech that curses the mother to birth a demonic child.

Friday 14 July 2017

Sorcery: Fungus Spells V

Sorcery: Fungus Spells V

At last, the last three fungal spells! Seek Fungus locates the nearest fungus. Shape Fungus reshapes the fungus at the caster's will. Spore Cloud is an annoying area debuff spell.

Thursday 13 July 2017

Sorcery: Fungus Spells IV

Sorcery: Fungus Spells IV

Even more fungal spells. Instant Neutralize Fungal Poison is a spell with a very long name, but a very short duration. Neutralize Fungal Poison does the same thing, but slower. Fungal Pestilence infects the subject with a fungal disease. Fungal Ruin ruins organic materials.

Wednesday 12 July 2017

Sorcery: Fungus Spells III

Sorcery: Fungus Spells III

More fungal spells! Fungus Growth makes a fungus grow quickly. Fungus Speech lets the caster converse with fungi. Heal Fungus lets the caster heal a fungus. Identify Fungus lets him identify what he just healed.

Tuesday 11 July 2017

Sorcery: Fungus Spells II

Sorcery: Fungus Spells II

Some more Fungus spells. Cure Fungal Disease could be very useful in day-to-day life. Fungus Control could come in handy when raiding underground caverns. Fungus Form and Fungus Form Other let the caster transform himself or the others into fungi.

Monday 10 July 2017

Ultra-Tech: Armor and Weapons Adjustments

Ultra-Tech: Armor and Weapons Adjustments

I've heard complaints about Ultra-Tech having some problems with weapons vastly overpowering armor. In my experience the problem is not as severe as people say, but nonetheless present, so I decided to run some number tests to see how different combinations of armor hold up against weapons of various TLs and LCs. I kept in mind things such as special ammo, armor chinks, armor layering, and gun variants suggested by Douglas Cole in his GunDay posts. I should mention that "proofed" means that armor can stop the average damage of the specified weapon.

Sunday 9 July 2017

Sorcery: Fungus Spells I

Sorcery: Fungus Spells I

GURPS Magic - Plant Spells provides a variant college of Fungus. It should not be difficult to convert these spells, as most of them are almost identical to Plant spells. Animate Fungus turns a fungus into an ally. Bless Fungus should be useful for underground civilizations that grow fungi for food or other purposes. Body of Fungus is a transmutative buff spell. Create Fungus can be used to grow fungi where nothing grew before.

Saturday 8 July 2017

Sorcery: Raw Magic Spells

Sorcery: Raw Magic Spells

GURPS Thaumatology has a neat magic option - collecting and using raw magic that may be useful for casting spells and enchanting items. Analyze Raw Magic identifies the quantity and flavor of raw magic. Detect Raw Magic detect such sources. Process Raw Magic allows the caster to manipulate raw magic.

Friday 7 July 2017

Sorcery: Ethical Spells

Sorcery: Ethical Spells

GURPS Thaumatology adds several ethical spells for settings where magic interacts with ethical categories. Exclude (Ethical Category) works like a specialized Pentagram. Loyalty of (Ethical Category) charms the subject. Repel (Ethical Category) creates a zone of repulsion. Seek (Ethical Category) detect manifestations of ethics. I don't know why most of the tables look messed up when I paste them here, but I can't do anything about it, sorry.

Thursday 6 July 2017

Treasure: Special Materials III

Treasure: Special Materials III

Here we have some more special materials from D&D and Pathfinder. Crystal, blood crystal, and deep crystal. I think you can see a theme going.

Wednesday 5 July 2017

Sorcery: Banestorm Spells

Sorcery: Banestorm Spells

I've never played Banestorm, but the supplement has three new setting-specific Gate spells. Let's convert them for the completeness' sake. Detect Banestorm confirms or denies banestorm activity. Identify Newcomer tells whether the subject was carried over to this world by a banestorm recently or not. Seek Banestorm tells the caster direction and distance to the nearest banestorm.

Tuesday 4 July 2017

Sorcery: Making & Breaking Spells VIII

Sorcery: Making & Breaking Spells VIII

Last making and breaking spells! Annihilation and Destabilization deal massive damage to the subject. Transform Object transforms one object into another. Weapon Self allows the caster to meld with his weapon.

Monday 3 July 2017

Sorcery: Making & Breaking Spells VII

Sorcery: Making & Breaking Spells VII

These four spells work similarly. Extend Object enlarges an object in one dimension, while Enlarge Object does it in all dimensions. Contract Object shrinks an object in one dimension, while Shrink Object does it in all dimensions.

Sunday 2 July 2017

Sorcery: Making & Breaking Spells VI

Sorcery: Making & Breaking Spells VI

The spell never end. Mystic Mark places an invisible mark on the subject. Sharpen sharpens a weapon. Toughen fortifies an object. Transparency makes an object transparent.

Saturday 1 July 2017

Sorcery: Making & Breaking Spells V

Sorcery: Making & Breaking Spells V

Fasten ties up the subject. Mapmaker draws a map of the surroundings. Repair restores broken objects. Shatterproof makes objects resistant to breakage.