Monday, 4 September 2017
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!
Full Cost: 17 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
Enables any one solid vehicle or structure to hover 5 feet above the ground of a ley line. While hovering, the vehicle is not affected by terrain, and it can be towed at unencumbered movement speed. However, it still has inertia! Determine the encumbered movement speed for carrying its full weight; this is how much its speed can increase in one second. Getting it up to full speed thus may take a number of seconds.
Statistics: Affliction (Accessibility, Only on vehicles and structures, -30%; Advantage, Ley Float, +40%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) . “Ley Float” is Walk on Air (Environmental, Ley Line, -60%; Magical, -10%; Maximum Height, 5 feet, -25%) .
Full Cost: 20 points.
Casting Roll: None. Does not cost FP.
While this spell is active and you are running along a ley line at your full Move, you recover FP at a rate depending on the line’s Intensity. You recover 1 FP per 15 seconds when running along an Intensity 4 ley line, 1 FP per 20 seconds when running along an Intensity 3 ley line, 1 FP per 30 seconds when running along an Intensity 2 ley line, and 1 FP per minute when running along an Intensity 1 ley line. This spell does not cost any FP and does not need to be maintained.
Statistics: Regeneration (Very Fast; Accessibility, Only when moving at full Move, -30%; Environmental, Ley Line, -60%; Fatigue Only, -0%; Magical, -10%) .
Full Cost: 17 points.
Casting Roll: IQ.
This spell enables the subject, while on a ley line, to use it for communication at a distance. The caster can set up a two-way conversation with another person, if they both are on the same ley line. Range is theoretically unlimited, but the IQ roll to cast this spell takes the range penalties given under Long-Distance Modifiers (p. B241).
If successful, the participants hear each other’s projected thoughts, allowing “real-time” conversation. If a participant does not want to hear the other one, he can simply get away from the ley line. The caster may maintain a connection with that subject for as long as he’d like, but he must keep in contact with the ley line. No further rolls are normally required unless the range penalty worsens.
Others can join the “conference” at any time – a new casting of the spell (by anyone involved) is required for each new person to enter.
Statistics: Mind Reading (Accessibility, Both participants must be on the same ley line, -60%; Accessibility, Projected thoughts only, -20%; Link, +10%; Magical, -10%; Telecommunication, -20%)  + Telesend (Accessibility, Both participants must be on the same ley line, -60%; Link, +10%; Sorcery, -15%) .
Seek Ley Line
Full Cost: 26 points.
Casting Roll: Per. Use IQ for analysis.
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. 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.
Statistics: Detect Ley Line (Long-Range 1, +50%; Precise, +100%; Selective Effect, +20%; Sorcery, -15%) .