Tuesday, 12 December 2017

Sorcery: Monster Spells

Sorcery: Monster Spells

Pyramid #3-109 has an interesting article - The Teramancers by David L. Pulver. It has a magical style with five secret spells that we will now have in the Sorcery format. Call Monster is a variant of Beast Summoning. Imprint Monster makes a newborn monster loyal to you. Monster Within causes the victim to fail self-control rolls for some violent disadvantages. Primordial Dissolution turns a monster into primordial protoplasm.

Call Monster
Keywords: Resisted (Will).
Full Cost: 129 points.
Casting Roll: Per to detect, IQ to assume control.
Range: Unlimited.
Duration: 3 minutes.

After casting, the GM rolls against the sorcerer’s Per, with a penalty based on the distance to the nearest non-sapient monster. This spell uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the monster, and may make a follow-up IQ roll with the same penalty to call it to himself. It moves towards the caster as fast as it can, until the spell ends or the monster reaches the immediate vicinity of the caster.
Statistics: Detect Monster (Link, +10%; Lock-On, +50%; Long-Range 1, +50%; Magical, -10%; Precise, +100%; Selective Effect, +20%) [64] + Mind Control (Accessibility, Monsters Only, -35%; Accessibility, Only to make the monster travel to you, -50%; Fixed Duration, +0%; Independent, +70%; Link, +10%; Long-Range 1, +50%; Sorcery, -15%) [65].
  
Imprint Monster
Keywords: Resisted (Will).
Full Cost: 28 points.
Casting Roll: IQ. Use IQ (again) or Brainwashing to add the disadvantage.
Range: Unlimited.
Duration: Three days.

If cast upon a monster within a minute of its birth, you can make the it your loyal friend, adding it the Sense of Duty (Caster) (see p. B153) disadvantage. If the subject is willing, no resistance roll is needed. If not, he resists with Will and must be completely immobilized or otherwise under your control while you cast the spell. Successful casting gets you inside of his head. You must then win a second Quick Contest of IQ vs. Will – or make another unopposed IQ roll, for a willing subject. You may substitute Brainwashing for IQ, if better.
Statistics: Mind Control (Accessibility, Only on monsters within 1 minute of birth, -80%; Accessibility, Only to add Sense of Duty (Caster), -50%; Conditioning Only, -50%; Extended Duration, Permanent, +150%; Sorcery, -15%) [28].
   
Monster Within
Keywords: Resisted (Will).
Full Cost: 50 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 day.

If the sapient subject has one or more of the disadvantages Bad Temper, Berserk, Bloodlust, Bully, or Sadism, he will automatically fail his control rolls for these disadvantages whenever they come up during the spell’s duration.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Disadvantage, Monster Within, +137%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Only removes the necessity of rolling for existing disadvantages, -30%; Sorcery, 15%) [50]. Note: “Monster Within” is Bad Temper (No roll) [-25] + Berserk (No roll) [-25] + Bloodlust (No roll) [-25] + Bully (No roll) [-25] + Sadism (No roll) [-37].
  
Primordial Dissolution
Keywords: Resisted (HT).
Full Cost: 67 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.

This spell must be cast on a living monster. If he fails to resist, he transforms into a soup of primordial cells, with a weight equal to the monster’s body weight. This soup can be stored and used for Teragenesis (see Pyramid #3-109, p. 21).
Statistics: Affliction 1 (HT; Accessibility, Only on monsters, -35%; Cosmic, Ooze can be used for teragenesis, +50%; Disadvantage, Fragile (Enhanced Unnatural), +100%; Heart Attack, Variant, +300%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [67].

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