Sunday, 19 November 2017

Sorcery: Stealth Spells II

Sorcery: Stealth Spells II

More spells useful for the rogue-type adventurers. Shadow Jump lets the caster teleport between shadows. Soft Step makes the subject move silently. Utterdark isn't a stealth spell, but technically covering the whole planet in darkness helps staying unnoticed. Wind Walk is a short burst of speed and invisibility.
  
Shadow Jump
Keywords: None.
Full Cost: 20 points.
Casting Roll: IQ; Special casting time and FP cost.
Range: Self.
Duration: Instantaneous.

While in a shadowy environment (illumination penalty -4 or worse), you can teleport to any other shadow you are able to see with your own eyes. You cannot use your own shadow to teleport. You can carry up to Medium Encumbrance when you travel.
As a Concentrate maneuver make an IQ + Talent roll to cast this spell, modified as follows:
Preparation Time: The amount of time taken to prepare for the teleport affects the IQ roll, as follows:
Preparation Time
IQ Modifier
None
-10
1 second
-5
2 seconds
-4
4 seconds
-3
8 seconds
-2
15 seconds
-1
30 seconds
0
1 minute
+1
2 minutes
+2
4 minutes
+3
8 minutes
+4
15 minutes
+5
30 minutes
+6
1 hour
+7
2 hours
+8
4 hours
+9
8 hours
+10
This table is not open-ended; +10 is the maximum possible bonus.
Fatigue Points: Apply a bonus of +1 per additional FP spent. You must declare this before you roll, and you lose the FP whether you succeed or fail. You never have to spend FP, but it is usually a good idea if you must travel far or without much preparation.
On a success, you appear at your target destination. On a failure, you go nowhere. On a critical failure, you arrive at the wrong destination. This can be anywhere the GM wishes! It need not be dangerous, but it should seriously inconvenience you.
You can cast this spell to evade attacks in combat. Once per turn, you may teleport to any shadow you can see within 10 yards, instantly. This is considered a dodge. Of course, the IQ + Talent roll will be at -10 for instant use, so you might want to spend FP to improve your odds!
Statistics: Warp (Accessibility, Only to other shadows, -20%; Extra Carrying Capacity, Medium, +20%; No Strain, +25%; Range Limit, 10 yards, -50%; Requires Concentrate, -15%; Sorcery, -15%; Special Portal, Shadow, -20%; Vision-Based, Reversed, -20%) [20].

Soft Step
Keywords: Buff.
Full Cost: 25 points for level 1 + 9 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

The subject can move and breathe noiselessly. He gets +4 per level to Stealth skill when he is perfectly motionless, or +2 if moving (even in armor, etc.). These bonuses help only in the dark, or against listening devices, blind creatures, and others who must rely on hearing to find the subject.
Statistics: Affliction 1 (HT; Advantage, Soft Step 1, +90%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [25]. Additional levels add further Soft Step to the Advantage enhancement (+90%) [+9]. Note: Each level of “Soft Step” is Silence 2 (Magical, -10%) [9]. 


Utterdark
Keywords: Area (Fixed).
Full Cost: 213 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Permanent.

You cover the whole planet with utter darkness. No one can see into the affected area, and no one within the affected area can see anything; see p. B394 for combat rules. The Dark Vision advantage lets you see through a Blackout spell, but Night Vision, Infravision, and Ultravision do not. To place the area at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area.
You cannot cast this spell, if the spell fails to cover the whole planet (the planetary radius must be lower than 10,435 yards; Earth’s radius is 6,978 yards). This spell cannot be undone via Dispel Magic (GURPS Thaumatology: Sorcery, p. 21); countering it requires Remove Curse (GURPS Thaumatology: Sorcery, p. 21), but the caster still has to find the center of the area in the dark!
Statistics: Obscure Vision 10 (All-or-Nothing, -10%; Area Effect, 32,768 yards, +700%; Cosmic, Immune to Dispel Magic, +50%; Extended, Infravision and Ultravision, +40%; Extended Duration, Permanent, +150%; Ranged, +50%; Sorcery, -15%) [213].

Wind Walk
Keywords: None.
Full Cost: 77 points.
Casting Roll: None.
Range: Self.
Duration: 10 seconds.

You become invisible. You still make noise, leave footprints, and have a scent – and anything you are carrying (up to the Medium encumbrance) becomes invisible too. You get a +9 to Stealth in any situation where being seen would matter, if you are carrying no more than your Medium encumbrance. While under effect of this spell, your Basic Move is increased by 4.
Individuals using paranormal remote viewing (crystal balls, Clairvoyance, etc.) cannot see you if you would be invisible to their normal vision. Paranormal abilities that detect enemies, life, and so on non-visually can still see you.
Invisibility only works against electromagnetic vision (which encompasses ordinary vision, Infravision, Ultravision, and radar). You do not cast a shadow and don’t show up in mirrors.
This spell ends if you attack any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If you attack directly, however, you immediately become visible along with all your gear.
Statistics: Basic Move +4 (Dispels after an attack, -20%; Link, +10%; Magical, -10%; Reduced Duration, 1/6, -15%) [13] + Invisibility (Affects Machines, +50%; Can Carry Objects, Medium, +50%; Dispels after an attack, -20%; Link, +10%; Reduced Duration, 1/6, -15%; Sorcery, -15%) [64]. 

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