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].
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