Sorcery: Assorted Spells
Four random spells that I could not group up with any other spells. Fount of Wine (Pyramid #3-43) is a useful spell at parties. Grasping Doom (GURPS Magical Styles - Dungeon Magic) is a highly situational necromantic binding spell. Mind over Matter (GURPS Magical Styles - Dungeon Magic) replaces the subject's DX with Per. Summon Divine Ghost (Pyramid #3-105) interrogates a spirit of a dead deity.
Fount of Wine
Keywords: None.
Full Cost: 11 points/level.
Casting Roll: IQ or Connoisseur
(Wine) or Professional Skill (Brewer).
Range: Touch.
Duration: 10 seconds or permanent;
see text.
This spell allows you to create wine.
To do so, take a Concentrate maneuver and roll vs. IQ (or Connoisseur (Wine) or
Professional Skill (Brewer)). Success means the wine coalesces in hand or
within arm’s reach (for example, within a vessel you are holding). Failure means
nothing happens. Critical failure means the creation happens, but in a way
that’s inconvenient or dangerous – the GM should be creative!
The produced wine can weigh up to 10
x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at
level 3, and so on.
Created wine is unstable. It
vanishes in 10 seconds unless you use character points to “stabilize” it. Each
point spent stabilizes a quantity worth 10% of the campaign’s average starting
wealth. (This is just the tradeoff used for Trading Points for Money, p. B26.)
The GM determines the cash value per pound of matter.
Points spent to stabilize matter come
from your “Creation Pool,” a number of points set aside for the purpose. You
can’t apply any modifiers to these points. Points used to stabilize matter are
unavailable until reclaimed – which causes the matter to vanish. If the matter
is crafted into an object, the item is unmade when the matter vanishes. If the
matter is mixed with other materials (e.g., alloyed), you must separate it to
reclaim your points; this can be a tedious process. If it’s destroyed or
transformed (e.g., eaten), you can’t reclaim your points – they’re gone. You can
increase your Creation Pool with unspent points at any time.
Statistics: Create
Wine (Magical, -10%; Reduced Fatigue Cost 1, +20%) [11/level].
Grasping Doom
Keywords: Area (Leveled).
Full Cost: 22 points for level 1 + 10
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.
This spell forces dead bodies
interred in the ground, walls, and ceiling, to grab and restrain everyone
within an area. It requires a roll against Innate Attack (Gaze) plus Talent; if
you miss, see Scatter (p. B414). The
binding has ST 10 and lasts for 10 seconds, continuing to grab new people who
blunder into it. Those already caught grow more tightly entangled, with +1 to
the ST of their bonds for each additional second they remain grappled. If the dead
hands are reaching out laterally (from a wall), targets may use active
defenses. If the attack comes up from the ground, limit active defenses to
parries with feet or a dodge at -3.
The basic (22-point) version of this
spell affects subjects in a two-yard radius. For each additional 15 points, you
may double this radius. The GM must determine the maximum level allowed; 128
yards is recommended. You may always choose to omit specific targets from the
area of effect.
Statistics:
Binding 10 (Area Effect, 2 yards, +50%; Can be defended against, -5%; Environmental,
Surfaces with interred dead, -80%; Persistent, +40%; Selective Area, +20%;
Sorcery, -15%) [22]. The additional levels add more levels of Area Effect
(+50%) [+10].
Mind over Matter
Keywords: Resisted (DX).
Full Cost: 36 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 minute.
The subject becomes able to see the
outcome of his physical actions an instant before undertaking them. If he’s
quick-witted, this lets him make corrections, effectively altering reality with
his mind. If he isn’t, the visions merely distract him! For all purposes, the
subject’s Perception replaces his Dexterity for the spell’s duration. This
affects skills, Basic Speed, active defenses, Basic Move, resistances –
everything.
Statistics:
Affliction 1 (DX; Advantage, Mind over Matter, +90%; Based on DX, +20%; Fixed
Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/3,
-10%; Sorcery, ‑15%) [36]. Note: “Mind over Matter”
is Cosmic Power 1 (Limited, One Attribute Substitution (DX->Per) Perk, -40%;
Magical, -10%; Reflexive, +40%) [9].
Summon Divine Ghost
Keywords: Information, Resisted (Will).
Full Cost: 11 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.
By touching a corpse of a god, you
can force its spirit to answer any one specific question that he can answer
with a brief sentence. To cast the spell, you must first touch your subject,
concentrate for one second, and make a Quick Contest of your IQ against the god’s
Will. The god resists at -5 if the caster was a worshipper of the god. Your IQ
(plus Talent) roll takes the following penalties: -5 if you don’t know the god’s
full name. -1 if it has been more than a week since the subject’s death, -2 if
more than a month, -3 if more than a year, -4 if more than 10 years, -5 if more
than 50 years, and -6 if more than 500 years; and you only get one try per year. If you win, you contact
the spirit and force it to give you the answer. The answer is what the subject
believes to be true – if he doesn’t know, he’ll tell you.
Statistics: Mind
Probe (Accessibility, Only on god corpses, -80%; Cosmic, Works on the dead,
+50%; Sorcery, -15%) [11].
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