Wednesday, 28 February 2018

Sorcery: Buff Spells

Sorcery: Buff Spells

Here we have assorted buff spells converted from D&D/PF. Endure Elements makes the subject more resistant to extreme temperatures. Feather Fall lets the subject glide through the air. Resist Energy protects the subject from any energy. Tongues allows the subject to speak any language.

Tuesday, 27 February 2018

Sorcery: Assorted Spells II

Sorcery: Assorted Spells II

Here we have four assorted spells, converted from D&D/PF. Astral Projection is a limited Planar Visit. Elemental Body and Giant Form are limited shapeshifting spells. Magnificent Mansion is a not-so-magnificent extraplanar refuge, unless you know complimentary spells, such as Create Food.

Monday, 26 February 2018

Alchemy: Dungeon Poisons III

Alchemy: Dungeon Poisons III

GURPS Dungeon Fantasy 12 - Ninja gives us three more poisons to work with. Here's my take on converting them to the Metatronic Alchemy system.

Sunday, 25 February 2018

Alchemy: Dungeon Poisons II

Alchemy: Dungeon Poisons II

GURPS Dungeon Fantasy 8 - Treasure Tables has three new poisons. Here are their conversions to the Metatronic Alchemy system.

Saturday, 24 February 2018

Alchemy: Dungeon Poisons

Alchemy: Dungeon Poisons

My Metatronic Alchemy system can be used to craft poisons, just replace the Alchemy skill with Poisons. Here we have two follow-up poisons and two grenade poisons from GURPS Dungeon Fantasy 1 - Adventurers presented as metatronic elixirs. The costs difference between two variants varies from "slightly" to "a lot".

Friday, 23 February 2018

Sorcery: Metal Spells VII

Sorcery: Metal Spells VII

Four metal spells converted from D&D/PF. Chill Metal and Heat Metal make metal objects cold or hot, respectively. Repel Metal creates a metal repulsion zone. Wall of Iron conjures a metallic barrier.

Thursday, 22 February 2018

Sorcery: Mind Control Spells XII

Sorcery: Mind Control Spells XII

And some more spells converted from D&D/PF. Hideous Laughter causes the subject to laugh uncontrollably. Irresistible Dance causes the subject to dance uncontrollably. Mind Fog creates a cloud of will-sapping gas.

Wednesday, 21 February 2018

Sorcery: Mind Control Spells XI

Sorcery: Mind Control Spells XI

Here we have four mind control spells converted from D&D/PF. Three of them are variants of the Terror spell that use different Fright Check tables.

Tuesday, 20 February 2018

Sorcery: Debuff Spells

Sorcery: Debuff Spells

Here we have various touch- or ray-based debuffs converted from D&D/PF. Good as cheap necromantic spells.

Monday, 19 February 2018

Sorcery: Prismatic Spells

Sorcery: Prismatic Spells

This is why some D&D spells should stay in D&D. I have nothing more to say.

Sunday, 18 February 2018

Sorcery: Light Spells

Sorcery: Light Spells

Here we have three light spells converted from D&D/PF. Color Spray is a cone-shaped effect that stuns or blinds the victims. Faerie Fire makes the subject more visible. Glitterdust blinds creatures in the area and outlines invisible beings.

Saturday, 17 February 2018

Sorcery: Stone Spells

Sorcery: Stone Spells

Here we have several spells converted from D&D/PF. Meld into Stone allows the caster to become one with a discrete stone. Repel Stone creates a zone of stone repulsion. Stone Spikes makes a stone surface dangerous. Stoneskin is a powerful protection spell. Wall of Stone conjures a stone barrier.

Friday, 16 February 2018

Ultra-Tech: Hardlight Armor

Ultra-Tech: Hardlight Armor

As a very delayed follow-up to my Hardlight Guns post, here we have hardlight armor. It was made partially because TL 11 LC 3 armor really needs some help.

Thursday, 15 February 2018

Sorcery: Revised Elemental Spells

Sorcery: Revised Elemental Spells

Summoning with Sorcery always felt wonky, but the super-sorcery article from Pyramid #3-105 gave us the (Entity) Summoning spell. I have decided to rework the various Summon and Create Elemental spells, basing them on the (Entity) Summoning spell. Planar distance penalties for D&D cosmology can be very harsh, so I would allow to make a Symbol Drawing (Summoning Circles) roll to add its full margin of success to the summoning Will roll. This bonus can only mitigate the planar distance penalties, and cannot provide a net bonus.

Wednesday, 14 February 2018

Sorcery: Force Spells IV

Sorcery: Force Spells IV

And here we have the last four force spells. Resilient Sphere encases the subject in a globe of force. Scoop is a limited telekinesis spell. Suspend Item lets you hang an item in midair. Telekinetic Sphere is like Resilient Sphere, but also allows movement.

Tuesday, 13 February 2018

Sorcery: Force Spells III

Sorcery: Force Spells III

Here we have three force attack spells. Force Bolt is a simple missile spell. Force Spear is an impaling attack that prevents the creature from phasing. I really did not want to stat this spell out using linked/follow-up Affliction and just slapped Cosmic on it and called it a day. Force Harpoon is a combination of an attack and a pseudo-teleportation. A hookshot, if you like.

Monday, 12 February 2018

Sorcery: Force Spells II

Sorcery: Force Spells II

D&D and Pathfinder has a set of iconic spells named after a certain non-OGL character. Here's my take on converting them.

Sunday, 11 February 2018

Treasure: Arrow-Deflecting Shields

Treasure: Arrow-Deflecting Shields

Here we have two magical shields that provide defense against ranged attacks in slightly different ways.

Saturday, 10 February 2018

Sorcery: Force Spells

Sorcery: Force Spells

Time to convert spells from my Force College to Sorcery. Ablative Barrier is a temporary armor buff. Absorb Impact makes the subject resistant to fall damage. Battering Barrage is a RoF 7 force attack. Floating Disk is an expensive way of carrying things around.

Friday, 9 February 2018

Treasure: Animated Heavy Medium Shield

Treasure: Animated Heavy Medium Shield

This is a shield that flies on its own and allows the user to protect himself or an ally within 10 yards hands-free.

Thursday, 8 February 2018

Treasure: Monocle of the Delver

Treasure: Monocle of the Delver

A player in my game requested this item to help his character in dungeon delving situations.

Wednesday, 7 February 2018

Sorcery: Time Spells VI

Sorcery: Time Spells VI

And now it's time for the last time spells. Time Snare causes the victim to repeat his last action indefinitely. Time Walk is something between Backtrack and Flash Forward. Timeheal is a very expensive spell that negates the last received wound.

Tuesday, 6 February 2018

Sorcery: Time Spells V

Sorcery: Time Spells V

Even more time spells. Temporal Disjunction makes the victim lose his sense of time. Temporal Stasis removes the subject from the time stream. Temporal Wall creates a wall that distorts the flow of time.

Monday, 5 February 2018

Sorcery: Time Spells IV

Sorcery: Time Spells IV

Some more time spells. Minor Paradox is a "replay last second" spell. Paradox alters an action performed in the past. It ended up being cheaper than Minor Paradox. Slow Metabolism allows the subject to eat less and resist metabolic hazards. Tell Age is a useful spell for archaeologists.

Sunday, 4 February 2018

Sorcery: Time Spells III

Sorcery: Time Spells III

More time spells. Detect Temporal Anomaly reveals tampering with the timestream. Flash Forward lets the caster sneak in an attack before the fight actually begins. Magic Manager lets the subject cast spells faster. Melee Manager lets the subject make melee attacks faster.

Saturday, 3 February 2018

Sorcery: Time Spells II

Sorcery: Time Spells II

One of my favorite undertakings was creating the Time College for vanilla GURPS Magic. It is time to convert these spells to Sorcery. Accelerate Metabolism makes the subject always hungry and vulnerable to metabolic hazards. Backtrack lets the caster rewind time and defend against an attack again. Conceal Temporal Anomaly is a highly situational spell that conceals a temporal anomaly against magical detection. Delay Image makes it harder to hit the subject and defend against the subject's attacks. Delayed Damage lets the caster delay all incoming damage for a short amount of time.

Friday, 2 February 2018

Treasure: Sonic-Resistant Armor

Treasure: Sonic-Resistant Armor

And here we have the last batch of element-resistant armor. While sound usually is not considered to be a separate element, it's occasionally used in attacks. Parrying Buckler of Sonic Resistance provides mild protection against such attacks. Fine Mail Armor of Improved Sonic Resistance and Heavy Leather Armor of Greater Sonic Resistance provide better defense.

Thursday, 1 February 2018

Treasure: Electricity-Resistant Armor

Treasure: Electricity-Resistant Armor

More element-resistant armor (don't worry, we're almost done). Medium Scale Greaves of Electricity Resistance protects the wearer's legs from lightning. Light Small Shield of Electricity Resistance is useful when fighting blue dragons. Light Mail Armguards of Greater Electricity Resistance provide superior protection against electricity.