Thursday, 31 August 2017
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
Full Cost: 11 points/level.
Casting Roll: IQ or Connoisseur (Wine) or Professional Skill (Brewer).
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].
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%) . The additional levels add more levels of Area Effect (+50%) [+10].
Mind over Matter
Keywords: Resisted (DX).
Full Cost: 36 points.
Casting Roll: Will.
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%) . Notes: “Mind over Matter” is Cosmic Power 1 (Limited, One Attribute Substitution (DX->Per) Perk, -40%; Magical, -10%; Reflexive, +40%) .
Summon Divine Ghost
Keywords: Information, Resisted (Will).
Full Cost: 13 points.
Casting Roll: IQ.
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%) .