Sorcery: Illusion and Creation Spells II
Here we have a few illusion and creation spells from D&D/PF. Illusory Wall conjures an ephemeral barrier. Instant Summons recalls an object to your hand. Should probably by a Gate spell instead. Invisibility Purge disallows any use of invisibility in the area. Mirror Image conjures an army of your illusory copies.
Illusory Wall
Keywords: Area (Leveled).
Full Cost: 35 points for level 1 +
12.5 points/additional level*.
Casting Roll: None. Use IQ or Artist
(Illusion) to determine how convincing it is.
Range: 100 yards.
Duration: Indefinite.
You can create an illusory wall
anywhere that you can see within 100 yards. You do not have to concentrate to
maintain it, Illusory Wall is “fire and forget.” It can be cast repeatedly,
allowing the sorcerer to put up multiple walls as needed. You must win a Quick
Contest of IQ – or Artist (Illusion), if better – against the Per of anyone you
want to fool; otherwise they notice something “off.” Their roll is at +4 if
they have reason to be alert for illusions or +10 if you made it appear from
out of nowhere. However, even if they successfully “disbelieve,” your illusion
doesn’t disappear. Thus, even an obvious illusion can be useful to block line
of sight.
To find the maximum square yardage
available, look up the level of this spell on the Leveled Area Table (GURPS Thaumatology: Sorcery, p. 9) and
multiply the given radius by 3. Alternatively, know that Illusory Wall 1 has a
maximum area of six square yards, with each additional level doubling that
cumulatively. For example, Illusory Wall 3 has a limit of 24 square yards,
allowing the sorcerer to conjure a wall six yards long by four yards high, 12
yards long by two yards high, or any other valid combination. The caster may
form this into any shape he wishes.
Statistics:
Illusion (Accessibility, Walls Only, -60%; Independence, +40%; Ranged, +40%; Sorcery,
‑15%; Variable, Area, +5%; Visual Only, -30%; Wall,
Shapeable, +60%) [35]. Additional levels add Area Effect (+50%) [+12.5*].
* Calculate the total cost and then
round up.
Instant
Summons
Keywords: None.
Full Cost: 68 points for level 1 + 4 points/additional
level.
Casting Roll: IQ. Special casting time (see
below).
Range: Touch.
Duration: Instantaneous.
You can recall an existing object to you
across space or dimensions. This must be your personal possession weighing 3 lbs.
or less; it appears in your hand. Note that (e.g.) “a loaded gun” would be a
single object; you do not have to create the gun and bullets separately! Recalled
items remain indefinitely, as if you had physically retrieved them.
Unlike most spells, Instant Summons requires
10 or 11 seconds to cast instead of the normal one or two seconds. If you fail,
you can try again, but repeated attempts cost 3 FP (instead of the usual 1 FP)
and take a cumulative -1 to the IQ roll, until you succeed or wait an hour.
Higher levels of this spell allow you to recall
heavier, larger objects. However in no case can you create an object weighting
more than 2xBL; it must always be something you could hold in one hand.
Spell Level
|
Weight
|
Min. ST
|
1
|
3 lbs.
|
3
|
2
|
5 lbs.
|
4
|
3
|
7 lbs.
|
5
|
4
|
10 lbs.
|
5
|
5
|
15 lbs.
|
7
|
6
|
20 lbs.
|
8
|
7
|
30 lbs.
|
9
|
8
|
50 lbs.
|
12
|
9
|
70 lbs.
|
14
|
10
|
100 lbs.
|
16
|
For higher levels, look up the spell level in
the “Size” column of the Size and Speed/Range Table (p. B550) and then
read the corresponding “Linear Measurement” as pounds instead of yards. (Or
note that every +6 levels corresponds to 10x weight.) See p. B17 to find
minimum ST.
Statistics: Snatcher (Improved, +10%;
Less Weight, 3 lbs., -5%; Magical, -10%; Nuisance Effect, Cannot send objects
back, -5%; Recall, -25%; Reduced Fatigue Cost 1, +20%) [68]. Level 2 removes
Less Weight (+5%) [+4] and additional levels add More Weight (+5%) [+4]. Note:
The Improved enhancement eliminates the auto-fail on 14+.
Invisibility Purge
Keywords: Area (Leveled).
Full Cost: 68 points for level 1 + 15
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.
This spell creates a zone that
negates all forms of invisibility. Once an invisible object or creature enters
the area, its invisibility is stripped from it and will not return until it
reacquires this quality outside the area.
The basic (68-point) version of this
spell covers a two-yard radius. For each additional 15 points, you may double this
radius; e.g., four yards for 83 points, 8 yards for 98 points, or 16 yards for 113
points. The GM must determine the maximum level allowed; 128 yards is
recommended. You may always choose to affect a lesser area.
Statistics:
Static (Invisibility; Area Effect, 2 yards, +100%; Ranged, +40%; Sorcery, -15%)
[68]. Additional levels increase Area Effect (+50%) [+15].
Mirror Image
Keywords: Area (Leveled).
Full Cost: 15 points for level 1 +
12.5 points/additional level*.
Casting Roll: None. Use IQ or Artist
(Illusion) to determine how convincing it is.
Range: Self.
Duration: Indefinite.
You create illusory duplicate of yourself
in all hexes of the spell’s area around you. On level 1, this is a 2-yard
radius, and each additional level doubles this radius. It affects only vision.
You must win a Quick Contest of IQ – or Artist (Illusion), if better – against
the Per of anyone you want to fool; otherwise they notice something “off.” Do
not apply range penalties to your roll. Their roll is at +4 if they have reason
to be alert for illusions or +10 if you made it appear from out of nowhere.
However, even if they successfully “disbelieve,” your illusion doesn’t
disappear. Thus, even an obvious illusion can be useful to block line of sight.
The images mimic all your movements
and actions. If an image takes even 1 point of damage, it dissipates. At any
point of your movement you switch places with an illusory image of yourself to
confuse your foes even more.
Statistics:
Illusion (Accessibility, Images of yourself, -25%; Independence,
+40%; Nuisance Effect, Dissipates upon damage, -10%; Sorcery, ‑15%; Visual Only, -30%) [15]. Additional levels add Area Effect (+50%)
[+12.5*].
* Calculate the total cost and then
round up
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