Sorcery: Ley Line Spells
GURPS Thaumatology - Urban Magics presents several ley line-related spells. Many of them did not seem to be convertable to me, but some of them work well as Sorcery spells. Ley Float allows a vehicle of a structure to float above a ley line. Ley Running replenishes FP when running along a ley line. Ley Speech lets the caster talk to somebody else via a ley line. Seek Ley Line lets the caster find the closest ley line. In other news, I'm done with all non-Pyramid spells!
Ley Buffer
Keywords: Buff.
Full Cost: 15 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: One minute.
This spell is only useful if cast on
a subject that is using or planning to use Ley Tap. This decreases the rate of
Energy Reserve replenishment on a megaline to one point per minute and prevents
the effects of drawing on the hazardous megaline energy.
May also be treated as a Meta spell.
Statistics: Affliction
1 (HT; Fixed Duration, +0%; Increased 1/2D, 10¥, +15%; Negated Advantage,
Regeneration (Very Fast; Environmental, Megaline, -80%; ER Only, -0%; Magical,
-10%), +20%; Negated Advantage, Wild Mana Generator (Environmental, Megaline,
-80%; Magical, -10%), +20%; No Signature, +20%; Reduced Duration, 1/3, -10%;
Sorcery, -15%) [15]. Note: This spell
originally appeared in GURPS
Thaumatology: Urban Magics.
Ley Float
Keywords: Buff.
Full Cost: 18 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
This spell enables any one solid
vehicle or structure to hover 5 feet above the ground of a ley line. While
under this effect, a powered vehicle can float at its ground Move, but an
unpowered vehicle or a structure can be towed.
May also be treated as a Movement
spell.
Statistics: Affliction
1 (HT; Accessibility, Only on vehicles and structures, -30%; Advantage, Ley
Float, +50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D,
10x, +15%; No Signature, +20%; Sorcery, -15%) [18]. Notes: “Ley Float” is Walk on Air (Environmental, Ley Line, -40%;
Magical, -10%; Maximum Height, 5 feet, -25%) [5]. This spell originally
appeared in GURPS Thaumatology: Urban
Magics.
Ley Line Creation
Keywords: None.
Full Cost: 29 points or more.
Casting Roll: IQ. Special casting
time (see below).
Range: Unlimited*.
Duration: Truly Permanent.
By performing a ritual that requires
eight hours of unbroken concentration and spending of one character point, the
caster permanently creates a new ley line. This must link two points of high or
very high mana; if either point has very high mana, the result is a megaline.
Use Long-Distance Modifiers (p. B241)
based on the sum of the distances to the two points being linked. The spell
cannot be dispelled once successfully cast, but casting Suspend Mana on either
endpoint halts the ley line effects, and Drain Mana destroys the line. The
Intensity of the created ley line is equal to Ley Line Creation level, but the
caster can always opt to create a ley line of a lower Intensity. Since this spell
is character-point powered, its actual cost is divided by five as follows:
Level
|
Actual Cost
|
Full Cost
|
1
|
141 points
|
29 points
|
2
|
282 points
|
57 points
|
3
|
423 points
|
85 points
|
4
|
564 points
|
113 points
|
5
|
705 points
|
141 points
|
6
|
846 points
|
170 points
|
May also be treated as an
Enchantment spell and a Meta spell.
Statistics:
Control Magic 1 (Accessibility, Only to link two points of high or very high
mana with a ley line, -55%; Extended Duration on Persistent, Truly Permanent,
+300%; Immediate Preparation Required, 8 hours, -90%; Increased Range, 200,000x,
+160%; Persistent, +40%; Ranged, +40%; Short-Range 1, -10%; Sorcery, -15%)
[29]. Note: This spell originally
appeared in GURPS Thaumatology: Urban
Magics.
* Unlimited range assumes a global
range on an Earth-like world. The actual range is 20,000,000 yards or 11,363
miles.
Ley Running
Keywords: None.
Full Cost: 25 points.
Casting Roll: None. Does not cost
FP.
Range: Self.
Duration: Indefinite.
While this spell is active and the
caster is running along a ley line at their full Move, they recover FP at a
rate depending on the line’s Intensity (GURPS
Thaumatology: Urban Magics, p. 19). The caster recovers 1 FP per 15 seconds
when running along an Intensity 4 ley line or a stronger one, 1 FP per 30
seconds when running along an Intensity 2 or 3 ley line, and 1 FP per minute
when running along an Intensity 1 ley line. This spell does not cost any FP.
May also be treated as a Body
Control or Movement spell.
Statistics: Regeneration
(Fast; Accessibility, Only regenerates FP spent on running, -10%;
Accessibility, Only when moving at full Move, -30%; Alternative Enhancements,
+40%; Environmental, Ley Line, -40%; Fatigue Only, -0%; Magical, -10%) [25]. Notes: Alternative Enhancements includes
Reduced Time 2, +40% limited by Accessibility, Requires the ley line to have
Intensity 4 or higher, -10% for a total of +36%; Reduced Time 1 +20% limited by
Accessibility, Requires the ley line to have Intensity 2 or 3, -5% for a total
of +19% taken as alternative enhancements (see the GURPS Power-Ups 4: Enhancements, p. 13). This spell originally
appeared in GURPS Thaumatology: Urban
Magics.
Ley Speech
Keywords: None.
Full Cost: 17 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Indefinite.
This spell allows the sorcerer and
their subject standing on the same ley line to use it for communication at a
distance. Ley Line Speech transmits not only speech, but also other sounds made
by the participants or equipment they are carrying.
The casting roll takes the range
penalties given under Long-Distance Modifiers (p. B241). Once the spell is
cast, no further concentration is required, but if any participant breaks
contact with the ley line, the effects end.
May also be treated as a Sound spell.
Statistics: Mind
Reading (Accessibility, Both participants must be on the same ley line, -60%;
Accessibility, Only sounds produced by the subject, -10%; Hearing-Based, -20%;
Link, +10%; Long-Range 1, +50%; Sorcery, -15%; Telecommunication, -20%) [11] +
Telesend (Accessibility, Both participants must be on the same ley line, -60%;
Accessibility, Only sounds produced by the caster, -10%; Hearing-Based, -20%;
Link, +10%; Magical, -10%; Nuisance Effect, Cannot maintain multiple contacts,
-10%) [6]. Note: This spell
originally appeared in GURPS
Thaumatology: Urban Magics.
Ley Supply
Keywords: None.
Full Cost: 63 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Indefinite.
Feeds magical energy into a ley line
to boost Intensity temporarily by Ley Supply level (up to the maximum of
Intensity 6). This spell requires constant concentration. The length of the ley
line where its Intensity is increased equals to 0.6 miles x Ley Supply level.
May also be treated as a Meta spell.
Statistics: Control
Ley Line 3 (Accessibility, Only to increase Intensity, -45%; Natural Phenomena,
+100%; Sorcery, -15%) [63/level]. Note:
This spell originally appeared in GURPS
Thaumatology: Urban Magics.
Ley Tap
Keywords: None.
Full Cost: 58 points.
Casting Roll: None. Does not cost
FP.
Range: Self.
Duration: Indefinite.
When this spell is active, the
caster has access to an Energy Reserve equal to the Intensity of the ley line (GURPS Thaumatology: Urban Magics, p. 19)
they are on. The energy is replenished at the rate of one point every minute
for a normal ley line, or every second for a megaline. Note that this spell is
useless, unless the caster can maintain multiple spells at once. This spell
does not cost any FP.
Using energy from a megaline is
hazardous. When using such energy, the caster has their successful casting
rolls treated as critical successes, while any failed casting rolls treated as
critical failures.
May also be treated as a Meta-Spell.
Statistics: Energy
Reserve 6 (Magical; Environmental, Ley Line, -40%; Nuisance Effect, Available
energy depends on Intensity, -10%) [9] + Regeneration (Fast; Environmental, Ley
Line, -40%; ER Only, -0%; Magical, -10%) [25] + Regeneration (Very Fast;
Environmental, Megaline, -80%; ER Only, -0%; Magical, -10%) [4] + Wild Mana
Generator (Environmental, Megaline, -80%; Magical, -10%) [20]. Notes: Both Regeneration advantages are
takes as Alternative Abilities. The full cost of the second instance of
Regeneration is 20 points. The Wild Mana Generator advantage originally
appeared in GURPS Thaumatology. This
spell originally appeared in GURPS
Thaumatology: Urban Magics.
Ley Vehicle
Keywords: None.
Full Cost: 12 points.
Casting Roll: None.
Range: Touch.
Duration: Indefinite.
This spell enables the caster to make a vehicle hover 5 feet above the ground and propel along a ley line. The caster must concentrate constantly and stay in physical contact with the vehicle. The vehicle gains Move equal to the caster’s Driving (Hovercraft). The caster can only steer the vehicle and change its speed – all other functions must be performed by normal means. Unlike most other spells with an Indefinite duration, this spell uses up 1 FP per hour, not 1 FP per minute.
May also be treated as a Movement spell and a Technological spell.
Statistics: Flight (Accessibility, Only the caster and the vehicle they are on, -30%; Affects Others 1, +50%; Environmental, Ley Line, -40%; Low Ceiling, 5 feet, -25%; Magical, -10%; Requires Concentrate, -15%) [12]. Notes: Speed being based on Driving (Hovercraft) instead of Basic Speed x 2 is a special feature. This spell originally appeared in GURPS Thaumatology: Urban Magics.
Seek Ley Line
Keywords: Information.
Full Cost: 26 points.
Casting Roll: Per. Use IQ for
analysis.
Range: Unlimited.
Duration: Instantaneous.
After casting, the GM rolls against
the sorcerer’s Per, with a penalty based on the distance to the nearest ley
line. Use the Long-Distance Modifiers (p. B241). If successful, the caster
knows the exact distance and direction to the ley line, and may make a
follow-up IQ roll (at no penalty) to learn basic details about it, like its
Intensity or flavor.
Any known ley lines may be excluded
if the caster mentions them before casting.
May also be treated as a Knowledge
spell.
Statistics: Detect
(Ley Line; Long-Range 1, +50%; Precise, +100%; Selective Effect, +20%; Sorcery,
-15%) [26]. Note: This spell
originally appeared in GURPS
Thaumatology: Urban Magics.
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