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.
Accelerate Metabolism
Keywords: Resisted (HT).
Full Cost: 41 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 day.
The subject gains one level of the
Increased Consumption disadvantage (p. B139). If he had no Increased
Consumption or Reduced Consumption, this makes him require to eat six meals per
day. In addition, he suffers a -3 penalty to HT rolls made to resist metabolic
hazards.
Statistics:
Affliction 1 (HT; Disadvantage, Increased Consumption 1, +10%; Disadvantage,
Susceptible to Metabolic Hazards 3*, +24%; Extended Duration, 1,000x, +120%; Fixed
Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [41].
Note: “Metabolic Hazards” is even more common than “Very Common” and costs -8
points per -1 to HT rolls.
Backtrack
Keywords: None.
Full Cost: 7 points.
Casting Roll: None.
Range: Self.
Duration: Instantaneous.
While this spell is active, the
caster can rewind time for just a moment to try to defend against an attack one
more time.
Once per hour of play (or once per day of game time, if
you prefer to use game time), the caster may reroll a single active defense die
roll twice and take the best of the three rolls! He must declare that he is
using this spell immediately after he rolls the dice. Once he or anyone else
has made another die roll, it is too late to use Backtrack. If the caster
already has used Backtrack in the last hour of play (or day of game time, if
you prefer to use game time) or other forms of the Luck advantage, he cannot
use it again, until enough time passes, even if he switches to a different
spell.
Statistics: Luck
(Defensive, Only active defenses, -40%; Sorcery, -15%) [7].
Conceal Temporal Anomaly
Keywords: Area (Leveled).
Full Cost: 54 points for level 1 +
10 points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 5 minutes.
You can split the flow of time
around a temporal disturbance. This reduces the turbulence it causes and
shields it from magical detection. You can affect a two-yard-radius area. No
one can detect the temporal anomalies in the area with such spells as Detect
Temporal Anomaly or similar advantages. To place the area at a distance, use
Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an
area.
Statistics:
Obscure Detect 10 (Defensive, +50%; Extended Duration, 30x, +60%; Limited, Temporal Anomalies, -80%; Ranged, +50%; Sorcery, -15%; Stealthy, +100%; Variable, Area, +5%) [54]. Further levels add Area Effect (+50%) to the advantage [+10].
Delay Image
Keywords: Buff.
Full Cost: 61 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 9 seconds.
The subject is surrounded by a thin
magical aura that bends time slightly, causing the person’s image to appear
half a second behind actual motion. This gives him +1 to all active defenses,
and the subject’s opponents defend against the subject’s attacks at a -1
penalty.
Statistics:
Affliction 1 (HT; Advantage, Delay Image, +510%; Fixed Duration, +0%; Increased
1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/20, -25%; Sorcery,
-15%) [61]. Note: “Delay Image” is Defense Bonus 1* (Magical, -10%) [27] + DX+2
(Only for Deceptive Attacks, Always On, -30%; Magical, -10%) [24].
* A meta-trait from GURPS Supers.
Delayed Damage
Keywords: None.
Full Cost: 60 points.
Casting Roll: IQ.
Range: Self.
Duration: 2d seconds.
This spell creates a field of
temporal flux about the caster. This field intercepts attacks and shifts all of
the effects into the future, allowing the caster time to prepare. If the attack
does damage, the caster does not receive any, but when the spell ends, all
accumulated damage is applied at once. If the attack produces a different
non-beneficial effect (Affliction, for example), this effect is also delayed
until the spell ends. If the effect has a duration, it does not start until it
actually starts affecting the caster.
This spell gives the caster time to
prepare for the delayed effects, and delays the need for healing. But the
caster should be cautious, because the spell can end at any time. The GM rolls
the duration in secret. When the spell runs out, the caster cannot cast it
again for 5 minutes.
Statistics:
Control Time 1 (Accessibility, Self Only, -50%; Accessibility, Only to delay
damage and other effects, -35%; Cannot concentrate to extend duration, -10%; Nuisance
Effect, Cannot cast again for 5 minutes, -10%; Persistent, +40%; Sorcery, -15%)
[6] + Control Time 9 (Accessibility, Self Only, -50%; Accessibility, Only to delay
damage and other effects, -35%; Cannot concentrate to extend duration, -10%; Does
not increase area, -50%; Nuisance Effect, Cannot cast again for 5 minutes,
-10%; Persistent, +40%; Sorcery, -15%) [54].
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