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.
Analyze Raw Magic
Keywords: Information.
Full Cost: 6 points.
Casting Roll: None.
Range: Unlimited.
Duration: Instantaneous.
Identifies the quantity and nature
of raw magic (GURPS Thaumatology, pp.
227-229) – including its flavor. The caster must be able to see or touch the
source of raw magic.
Statistics:
Detect (Raw Magic; Analysis, +100%; Analysis Only, -50%; Sorcery, -15%; Touch- or
Vision-Based, -15%) [6]. Note: This
spell originally appeared in GURPS
Thaumatology.
Detect Raw Magic
Keywords: Information.
Full Cost: 4 or 9 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.
With the basic (4-point) version of
this spell, you can immediately sense all nearby sources of raw magic (GURPS Thaumatology, pp. 227-229), sorted
by the direction to each one. The GM will roll against your Per (plus Talent),
minus the range penalty to the nearest source of raw magic, and inform you if
you succeed.
The improved (9-point) version of
this spell works as above, except that you know the precise location of each
source of raw magic. This allows you to cast spells on any of them for as long
as each remains in that location – or for the next second, if one is already on
the move.
Statistics: Detect
(Raw Magic; Cannot Analyze, -10%; Sorcery, -15%) [4]. The improved version adds
Precise (+100%) [+5]. Note: This
spell originally appeared in GURPS
Thaumatology.
Process Raw Magic
Keywords: None.
Full Cost: 12.5 points/level*.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.
This spell allows the caster to
shape and move a particular mass of raw magic (be it solid, liquid, or gaseous)
(GURPS Thaumatology, pp. 227-229). In
addition, it allows transforming it into the intangible form and attaching it
to a character with the Raw Magic Store advantage (GURPS Thaumatology, pp. 228). The caster can affect up to 10 x
(level squared) lbs. of solid or liquid raw magic in the form of a single
object or amorphous mass or a circular area of gaseous raw magic with a radius
equal to the spell’s level in yards. This spell cannot affect complex,
manufactured items unless they are made almost entirely of raw magic (a very
rare occurrence, but the possibility is there).
If the raw magic is already under
someone else’s direct control, roll a Quick Contest of IQ against IQ if the
other person is using Control or Telekinesis, or their skill level if using a
spell, and so on. The winner gains control.
The caster can reshape raw magic
with a Concentrate maneuver (artistic or functional qualities may require
longer time and appropriate skill rolls). Rendering it intangible and attaching
it to a creature with the Raw Magic Store advantage also requires just a single
Concentrate maneuver. In addition, the caster can cause raw magic to move or
flow at a Move equal to the spell’s level. This requires constant
concentration.
When the caster stops concentrating,
they immediately give up control. Stable forms become permanent, while unstable
ones collapse.
Statistics: Control
Raw Magic (Ranged, +40%; Sorcery, -15%) [12.5/level*]. Note: This spell originally appeared in GURPS Thaumatology.
* Calculate the total cost, then
round up.
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