Friday, 1 September 2017

Sorcery: Meta Spells VI

Sorcery: Meta Spells VI

Meta spells! Transference Bolt transfers mana to another spellcaster. Mana Vortex damages the subject with ambient mana. Void Bolt is an irresistible missile attack. Sovereign Countermagic and Sovereign Ward counter all spells cast on or by the subject.

Mana Vortex
Keywords: Resisted (the higher of HT or Will).
Full Cost: 27 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.

This spell causes ambient mana to swirl around and harm the subject. The subject resists with the higher or HT or Will – and anyone with Sorcery Talent or Magery may add that to their resistance roll. If the subject fails to resist, they take damage equal to the caster’s margin of victory (maximum 10 points).
Statistics: Crushing Attack 10 points (Based on HT, +20%; Damage cannot exceed margin of victory, -50%; Malediction 2, +150%; No Signature, +20%; No Knockback, -10%; Nuisance Effect, Multiple ways to resist, -10%; Sorcery, -15%) [27]. Note: This spell originally appeared in GURPS Magical Styles: Dungeon Magic.

  
Sovereign Countermagic
Keywords: Resisted (Will or spell).
Full Cost: 45 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.

Attempts to nullify a single ongoing spell. Sovereign Countermagic can target either the person who cast that spell or the subject of the spell, which can be a person, object, or area. For areas, calculate range to the center of the area. The sorcerer must state which spell he is attempting to counter. Unlike Counterspell, Sovereign Countermagic does not require the caster to be able to cast the spell they are countering.
Treat the resistance roll as for Dispel Magic. This spell cannot end Truly Permanent effects, such as the magic of enchanted items.
Statistics: Neutralize Magic (Accessibility, One spell at a time, -5%; Interruption, -50%; Precise, +20%; Ranged, +40%; Sorcery, -15%) [45]. Note: This spell originally appeared in GURPS Magical Styles: Dungeon Magic.
  
Transference Bolt
Keywords: Missile, Obvious.
Full Cost: 103 points.
Casting Roll: None. Use Innate Attack (Beam) to hit. Special casting cost (see below).
Range: 100 yards.
Duration: Instantaneous.

The caster releases a ray of mana that may immediately heal the target 1 FP per each additional FP spent to cast this spell (this spell may cost any amount of FP to cast, unlike normal spells), but only if it hits another spellcaster. This spell cannot increase the subject’s FP score above its normal maximum.
The flow of mana mentally stuns the target, even if the target is not a spellcaster. The target resists with Will + DR. Mind Shield adds to resistance against this spell. If the target fails to resist, the target suffers mental stun. On subsequent turns, they can recover normally by making an unpenalized IQ roll.
Statistics: Affliction 1 (Will; Based on Will, +20%; Increased 1/2D, 10x, +15%; Link, +10%; Sorcery, -15%) [13] + Healing (Accessibility, Only on spellcasters, -30%; Cosmic, No die roll required, +100%; Heals Fatigue Only, -0%; Link, +10%; Magical, -10%; Ranged, +40%; Visible, -10%; Xenohealing, Anything Animate, +100%) [90].

Void Bolt
Keywords: Missile, Obvious.
Full Cost: 41 points/level.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.

You throw a ball of pure magical energy at a single target. Use Innate Attack (Projectile) to hit, applying normal range penalties. It does 2d cosmic crushing damage per level of this spell. This spell ignores DR, protective spells, and can affect insubstantial beings. The GM must determine what the maximum level available in the campaign is. This spell has Acc 4, unlike most other missile spells.
Statistics: Crushing Attack 2d (Accurate 1, +5%; Affects Insubstantial, +20%; Cosmic, Irresistible Attack, +300%; Sorcery, -15%) [41/level].

No comments:

Post a Comment