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: 7.5 points/level*.
Casting Roll: None. Use Innate
Attack (Gaze) to hit.
Range: 10 yards.
Duration: Instantaneous.
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 one step higher than
it actually is. The GM must determine what the maximum level available in the
campaign is.
Statistics:
Burning Attack (Cosmic, Higher Incendiary Level, +50%; Incendiary 1, +10%; Increased
1/2D, 2x, +5%; Jet, +0%; Sorcery, -15%) [7.5/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].
No comments:
Post a Comment