Friday, 1 September 2017

Sorcery: Meta Spells VI

Sorcery: Meta Spells VI

Meta spells! Control/Create/Summon Ether Elemental deal with ether/void elementals. 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.
  
Control Ether Elemental
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Indefinite.

You can mentally dominate ether elementals you can see or touch. To use this ability, concentrate for one second and then roll a Quick Contest: your IQ vs. your subject’s Will. Use the following modifiers: Range penalties to the subject (see B550); -1 per slave already under your control; +2 if you concentrate for a full minute, or +4 if you concentrate for a full hour.
If you win, your victim will obey your every command until you free him. In effect, he temporarily gains the Reprogrammable disadvantage (B150), with you as his master. Your control persists for as long as you take uninterrupted Concentrate maneuvers.
Once you stop, your control lingers for one minute per point by which you won the Quick Contest. If you are incapacitated (stunned, knocked out, etc.), or attempt to force the subject to act against his principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If your victim wins, he breaks free. Roll at the moment of truth – you can march him to the edge of a cliff, but he doesn’t roll until he’s about to leap.
If you lose, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you. On a critical failure, you also lose control of anyone else under the influence of this ability!
Your victims have no initiative while under your control, and temporarily acquire Slave Mentality (B154).
Statistics: Mind Control (Accessibility, Ether Elementals Only, -60%; Puppet, -40%; Sorcery, -15%) [10].

Create Ether Elemental
Keywords: None.
Full Cost: 15 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: 10 seconds or permanent; see text.

This spell allows you to create ether elementals. To do so, take a Concentrate maneuver and roll vs. IQ. Success means the ether elemental appears within arm’s reach. 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 caster may determine the capabilities of the created elemental by increasing or decreasing the attributes of the basic elemental of that type; he may only change, add or subtract advantages and disadvantages with GM permission. There are no limits to the alteration of attributes, though a very stupid elemental will not understand complex commands.
The point value of the created elemental to the same number can be up to 10 x (level squared) points – 10 points at level 1, 40 points at level 2, 90 points at level 3, and so on.
The created elemental is not under the caster’s control.
See GURPS Magic, p. 76 or GURPS Dungeon Fantasy 9 – Summoners, p. 30 for statistics of ether elementals.
Statistics: Create Ether (Magical, -10%; Reduced Fatigue Cost 3, +60%; Vital Creation, +0%) [15/level].
  
Mana Vortex
Keywords: Resisted (the higher of HT or Will).
Full Cost: 7 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 – an anyone with Sorcery Talent or Magery may add that to his resistance roll. Failure to resist causes HP of injury equal to the caster’s Sorcery Talent level (but no more than 6). This damage ignores DR.
Statistics: Crushing Attack 6 (Based on HT, +20%; Limited by Sorcery Talent, -50%; Malediction 2, +150%; No Signature, +20%; No Blunt Trauma, -20%; No Knockback, -10%; Nuisance Effect, Multiple ways to resist, -10%; Sorcery, -15%) [7].

Sovereign Countermagic
Keywords: Resisted (Will or spell).
Full Cost: 33 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.

Attempts to dispel magic. Sovereign Countermagic must target the subject of a spell, which can be a person, object, or area. For areas, calculate range to the center of the area. The sorcerer must not state which spell he is attempting to counter – he counters all instances of magic.
Treat the resistance roll as for Dispel Magic (see GURPS Thaumatology - Sorcery, p. 21). This spell cannot end Truly Permanent effects, such as the magic of enchanted items.
Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Interruption, -50%; Ranged, +40%; Sorcery, -15%) [33].

Sovereign Ward
Keywords: Resisted (Will).
Full Cost: 25 points.
Casting Roll: Power Dodge (Will/2+3). Will to counter.
Range: Unlimited.
Duration: Instantaneous.

When this spell is active, the caster can attempt to cast this spell as an active defense, when somebody casts a spell. This spell attempts to dispel the spell that is being cast. Ward targets the caster, not the subject. The sorcerer does not need to know what spell he is countering.
Statistics: Neutralize Magic (Accessibility, One spell at a time, -5%; Active Defense, -40%; Interruption, -50%; No Signature, +20%; Ranged, +40%; Sorcery, -15%) [25].

Summon Ether Elemental
Keywords: None.
Full Cost: 15 points.
Casting Roll: None.
Range: Touch.
Duration: Indefinite.

This allows the caster to call a nearby ether elemental – if one exists. In general, the GM should assume that an elemental is available if the location is appropriate, unless the scenario or situation requires that elementals are opportunely absent. The GM determines the elemental’s precise capabilities. If it is killed, the summoner must wait a full day to call replacements. Dismissing the ether elemental is a free action, but the caster may only dismiss him if it is physically present. The caster can only cast this spell if his character’s point total is at least 2 times bigger than the elemental’s.
The summoned elemental is not under the caster’s control, but must remain for one hour unless it is dismissed or destroys the caster. Note that a dismissal does not guarantee the elemental will leave. If it is hostile, or simply curious, it may choose to stay!
See GURPS Magic, p. 55 or GURPS Dungeon Fantasy 9 – Summoners, p. 30 for statistics of ether elementals.
Statistics: Ally (Ether Elemental; Built on 50%; Constantly, no roll required; Conjured, +100%; Minimum Duration, 1 hour, -5%; Sorcery, -15%) [15].

Transference Bolt
Keywords: Missile, Obvious.
Full Cost: 77 points.
Casting Roll: IQ. Use Innate Attack (Beam) to hit.
Range: 100 yards.
Duration: Instantaneous.

You release a ray of mana that on hit may immediately heal the target 1 FP per 1 FP spent to cast this spell (this spell may cost any amount of FP to cast, unlike normal spells), but only if it hit a spellcaster. This spell cannot increase the subject’s FP score above its normal maximum.
To replenish the target’s FP you must make an IQ roll. The roll is at -2 if the subject is unconscious. In addition, if used more than once per day on a given subject, you are at a cumulative -3 per successful lending. Failure costs you 1d FP instead of the usual 1 FP!
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, he can recover normally by making an unpenalized IQ roll.
Statistics: Affliction 1 (Will; Based on Will, +20%; Increased 1/2D, 10x, +15%; Link, +10%; Magical, -10%) [14] + Healing (Accessibility, Only on spellcasters, -30%; Heals Fatigue Only, +0%; Link, +10%; Magical, -10%; Ranged, +40%; Xenohealing, Anything Animate, +100%) [63].

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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