Saturday, 16 September 2017

Sorcery: Secret Spells

Sorcery: Secret Spells

Pyramid #3-76 has an interesting Hidden Knowledge article about secret spells by Christopher R. Rice. The spell presented there are made based on existing spells, but have some unique features. Archmagi's Recuperation is a more powerful version of Recover Energy. Balor's Eye Fire is a variant of Breathe Fire. Dwarvish Reinforcement is a more powerful, but limited Fortify. Elvish Grace would be identical to Grace in Sorcery, so there's no need to convert it. Impart Skill enchants an item to provide a skill to its user.

Archmagi’s Recuperation
Keywords: None.
Full Cost: 90 points.
Casting Roll: None. Does not cost FP.
Range: Self.
Duration: Indefinite.

While this spell is active, you recover 1 FP per second. This spell does not cost any FP and does not need to be maintained.
Statistics: Regeneration (Very Fast; Fatigue Only, -0%; Magical, -10%) [90].
Balor’s Eye Fire
Keywords: Jet, Obvious.
Full Cost: 8.5 points/level*.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 10 yards.
Duration: One second.

A 10-yard jet of flame erupts from your eyes, much like the long tongue of a flamethrower. Use Innate Attack (Gaze) to hit. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack. It does burning damage with dice equal to your level of this spell. The spell treats the flammability class (Making Things Burn, p. B433) of the subject as two steps higher than it actually is. The GM must determine what the maximum level available in the campaign is.
This jet lasts until the beginning of your next turn, allowing you to parry incoming attacks with it. If a parry is successful, your jet automatically damages the incoming weapon or limb, much like a force sword. Though this spell cannot be maintained, if you cast it every turn, it never “flickers out” and you can continue to attack with it normally.
Statistics: Burning Attack (Cosmic, Higher Incendiary Level, +50%; Destructive Parry, +10%; Incendiary 2, +20%; Increased 1/2D, 2x, +5%; Jet, +0%; Sorcery, -15%) [8.5/level*].
* Calculate the total cost, then round up.
Dwarvish Reinforcement
Keywords: Buff.
Full Cost: 24 points for level 1 + 13.5 points/additional level*.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.

This spell increases the DR and HT of a stone or metal item by 1 per level. The GM may impose a cap on the maximum level of this spell.
Statistics: Affliction 1 (HT; Accessibility, Only on stone or metal items, -20%; Advantage, Dwarvish Reinforcement, +140%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [24]. Notes: “Dwarvish Reinforcement” is DR 1 (Magical, -10%) [5] + HT 1 (Magical, -10%) [9]. Each level adds additional Dwarvish Reinforcement to the Advantage enhancement (+50%) [+13.5*].
* Calculate the total cost then round down.
Impart Skill
Keywords: Buff.
Full Cost: 27 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

The spell enchants an object to that it gives a specific skill at a specific level to the user. This must be a skill the caster knows. Spells cannot be granted this way. The caster can impart the equivalent of 4 character points (e.g., if he imparts a Hard skill, the user would be able to use it at IQ+0). The user does not benefit, if he has more points in the skill than the caster.
Statistics: Affliction 1 (HT; Accessibility, Objects Only, -10%; Advantage, Impart Skill, +120%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [27]. Note: “Impart Skill” is Cosmic Power 4 (Accessibility, Cannot have relative skill level better than the caster, -10%; Accessibility, Only when using the object, -10%; Limited, One Skill, -40%; Magical, -10%) [12].

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