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.
   
Glimpse of Hell
Keywords: Resisted (Will).
Full Cost: 328 points.
Casting Roll: Will.
Range: 10 yards.
Duration: Instantaneous.

The subject sees a vivid vision of the horrors of Hell and becomes affected by all pain and suffering of the lost souls. You can target any creature within 10 yards. Roll a Quick Contest of Will with your subject. If you win, roll 3d for the result, as usual, but add your margin of victory instead of his margin of failure. Your victim gets a -5 penalty to his Fright Check. Your victim gets +1 per Fright Check after the first within 24 hours. If a victim succeeds at his Fright Check, he will be unaffected by your Glimpse of Hell for one hour. This spell ignores Fearlessness, Unfazeable, and similar protections against fear.
Statistics: Terror (-5) (Active, +0%; Cosmic, Irresistible Attack, +300%; Presence, +25%; Sorcery, -15%) [328].
                                                                            
Hellspawn
Keywords: Resisted (Will).
Full Cost: 33 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent until the child is born.

This spell summons a malignant demonic spirit to possess an unborn child. The result will usually be born as a demonic familiar, a fiendish creature, or a cursed half-fiend. Critical failure may conjure a real demon outside the mother’s body, or summon a different (sometimes even benevolent) spirit to possess the unborn child. This spell targets the mother and is resisted by mother’s Will.
Statistics: Affliction 1 (Will; Accessibility, Only on pregnant women, -80%; Based on Will, +20%; Disadvantage, Divine Curse (The next child is going to be demonic), +5%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Critical failure is dangerous, -20%; Sorcery, -15%) [33].

Rift to Hell
Keywords: Resisted (Will).
Full Cost: 313 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.

This spell causes a flaming interplanar crack to open up beneath the subject – who must be standing on a solid surface (ground, floor, etc.). If the subject fails to resist, he is physically transported to a random place in Hell. A Remove Curse spell cast at the site of the rift can restore the victim to his own plane of existence (unless this is done quickly, though, his mental and physical health are likely to suffer).
Statistics: Affliction 1 (Will; Advantage, Rift to Hell, +2,900%; Based on Will, +20%; Environmental, Ground, -20%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Can be reversed by Remove Curse, -30%; Sorcery, -15%) [313]. Notes: “Rift to Hell” is Jumper (Interplanar; Cosmic, No die roll required, +100%; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Limited Access, 20%; Reliable +10, +50%) [290]. The +10 for Reliable cancels the -10 for no preparation. The Improved enhancement removes the auto-fail on 14+.


Underworld Imprisonment
Keywords: Resisted (Will).
Full Cost: 71 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.

This spell causes an interplanar crack to open beneath the subject – who must be atop a solid surface (ground, floor, etc.) – whereupon he is dragged to the Underworld, if he fails to resist. The subject is considered dead by the deities, his life stricken from mortal rolls. Attempts to summon him back will conjure his corpse or, on a critical failure, a hostile ghost or demon.
Statistics: Affliction 1 (Will; Based on Will, +20%; Cosmic, Leaves no trace of the victim and his gear, +50%; Disadvantage, Fragile (Enhanced Unnatural), +100%; Environmental, Ground, -20%; Heart Attack, Variant, +300%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [71].

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