Tuesday, 5 September 2017

Sorcery: Yellow Spells

Sorcery: Yellow Spells

Pyramid #3-28 introduces a new magical style - Yellow Goblin Magic. It has a quite interesting occult background.  Alter Gender temporarily alters the subject's gender. Androgyny makes his gender difficult to discern. Dye Yellow makes unliving materials yellow. Sense Goblin and Sense Man detects goblins or sapient male beings.

Alter Gender
Keywords: Resisted (HT).
Full Cost: 35 points or 51 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 30 minutes or Permanent (see text).

You can alter the subject’s gender. The process takes 10 seconds.
The basic (35-point) version of this spell lasts for 30 minutes and can be dispelled normally. The improved (51-point) version of this spell is permanent and cannot be dispelled normally (but Remove Curse lifts the effect). If the caster knows the improved version, they can still cast the basic version, if they wish.

Statistics: Affliction 1 (HT; Advantage, Alter Gender, +50%; Extended Duration, 10x, +40%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [35]. Notes: “Alter Gender” is Hermaphromorph (Magical, -10%) [5]. The improved version adds Cosmic, Immune to Dispel Magic, +50%, adds Variable, +5%, and replaces Extended Duration, 10x, +40% with Extended Duration, Permanent, +150% [+16].

Androgyny
Keywords: Buff.
Full Cost: 17 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

The subject retains his original gender, but his physical appearance is altered. If male, he becomes less masculine in appearance; if female, she becomes more masculine in appearance. The subject can be mistaken for whatever gender is convenient. The subject’s looks appeal equally to both sexes. He gets a flat reaction modifier instead of a gender-dependent bonus: +3 for Handsome, +4 for Very Handsome, or +5 for Transcendent.
Statistics: Affliction 1 (HT; Advantage, Androgyny, +10%; Extended Duration, 10x, +40%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Note: “Androgyny” is Androgynous (Magical, -10%) [1].
  
Dye Yellow
Keywords: Area (Special).
Full Cost: 6 points/level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.

Changes the color of any unliving material to yellow (note that hair is unliving, as is a thin outer layer of skin!). For the purposes of the spell, “yellow” includes amber, gold, light shades of yellow such as beige and cream, green-yellow shades including chartreuse yellow, and orange-yellow shades like dark goldenrod and golden poppy. One the caster stops maintaining the spell, the color fades in 2d days, but is unaffected by ordinary washing or application of solvents.
Only a single, uniform, color can be produced – patterns are not possible, but only part of the subject may be affected if the caster desires.
You can change the color in an area up to the spell’s level in radius.
Statistics: Control Solids 1 (Accessibility, Only to yellow, -70%; Cosmetic, Only to change color, -80%; Ranged, +40%; Selective Area, +20%; Sorcery, -15%) [6/level]. Each additional level adds Control Solids +1 (Accessibility, Only to yellow, -70%; Cosmetic, Only to change color, -80%; Only increases area of effect, -50%; Ranged, +40%; Selective Area, +20%; Sorcery, -15%) [6/level].

Sense Goblin
Keywords: Information.
Full Cost: 8 or 18 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.

With the basic (8-point) version of this spell, you can immediately sense all nearby goblins, sorted by the direction to each one. The GM will roll against your Per (plus Talent), minus the range penalty to the nearest appropriate goblin, and inform you if you succeed.
The improved (18-point) version of this spell works as above, except that you know the precise location of each subject. This allows you to cast spells on any of them for as long as each remains in that location – or for the next second, if one is already on the move.
Statistics: Detect (Goblin; Cannot Analyze, -10%; Sorcery, -15%) [8]. The improved version adds Precise (+100%) [+10].
  
Sense Man
Keywords: Information.
Full Cost: 15 or 35 points.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.

With the basic (15-point) version of this spell, you can immediately sense all nearby sapient male beings (IQ 6+), sorted by the direction to each one. The GM will roll against your Per (plus Talent), minus the range penalty to the nearest appropriate male being, and inform you if you succeed.
The improved (35-point) version of this spell works as above, except that you know the precise location of each subject. This allows you to cast spells on any of them for as long as each remains in that location – or for the next second, if one is already on the move.
Statistics: Detect (Man; Cannot Analyze, -10%; Sorcery, -15%) [15]. The improved version adds Precise (+100%) [+20].

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