Sorcery: Symbol Magic
Symbol magic is a very interesting concept
introduced in GURPS Magic and
expanded in GURPS Thaumatology.
Still, it does not see much use, especially in settings with other magic
systems. I’ve been looking for an elegant way to convert it into a Sorcery
variant and finally found inspiration in Pyramid
#3-105 (“Gourmet Alchemy” by Michael Kreuter).
There are four ways to cast symbol spells. The
first way is Parchments. The caster writes down magical symbols on a piece
of parchment with two or more successful Symbol Drawing rolls and then can take
out the parchment at any time and activate it by pouring energy into it. It
takes 10 minutes to create a parchment and appropriate tools (ink pen,
charcoal, quill, etc.) For each use
of each symbol, the caster rolls
against the lower of Symbol Drawing and his skill with that symbol to see if he
draws or places it successfully. Doubling the time required gives +1, while
halving it gives -2; alternatively, the GM can use Time Spent (p. B346). Using
materials that aren’t traditional for the symbol set may give -1 or worse.
To activate the parchment, the caster must hold
it in hand and make another roll against the lowest of Symbol Drawing and his
skill with any of the symbols involved.
He cannot activate the parchment if it includes any symbols he doesn’t know.
Activation takes a second per symbol involved (and can be interrupted).
Activation costs 2 FP by default.
The eventual user must have a good idea of how
the parchment works and what it does. If he created it, then this is automatic.
Anyone else must study it first, taking 10 minutes per symbol and making a
Symbol Drawing roll at -1 per symbol after the first (e.g., -2 for a
three-symbol parchment). The parchment can be given to another character to
activate. If the person activating the parchment did not create the parchment,
he takes a -4 penalty on activation rolls.
A person can only have one parchment ready for
use at any given time, plus one more per two skill levels by which his Symbol
Drawing skill exceeds IQ: one at skill levels up to IQ+1, two at IQ+2 or IQ+3,
three at IQ+4 or IQ+5, and so on. A new creation or study displaces the oldest
– and when he uses one, he must create or study a new parchment if he wishes to
replace it. Even if it’s one that he made previously, he must study it anew.
New Meta-Enhancement:
Parchment
All Parchments are built with this set of common
enhancements and limitations.
Parchment: Cosmic, Does not become inert,
+100%; Costs 2 FP, -10%; Gadget, Breakable, 2 DR, SM-7, Can Be Stolen, -45%; Delay,
Triggered, +50%; Preparation Required, Per Use, 10 minutes, -15%; Requires Three
Symbol Drawing Rolls, -30%; Takes Extra Time 1, -10%; Trigger, Writing
Implements, -10%. (+30%)
For this system variant, we will disregard
finger tracing and token usage, but we will include Runes – something between
one-off enchantments and finger tracing. These are inscribed upon a surface and
are activated when a certain condition is met. The condition depends on the
spell. Two identical spells with different triggering conditions are separate. In most aspects this is an
immobile self-activating parchment. It is drawn and activated in the same way.
New Meta-Enhancement: Rune
All Runes are built with this set of common
enhancements and limitations.
Rune: Cosmic, Does not become inert, +100%; Costs 2 FP, -10%; Delay, Triggered, +50%; Melee Attack, Reach C, Cannot
Parry, -35%; Preparation Required, Per Use, 10 minutes, -15%; Requires Three
Symbol Drawing Rolls, -30%; Trigger, Writing Implements, -10%. (+50%)
A person can only have one rune active for use
at any given time, plus one more per two skill levels by which his Symbol
Drawing skill exceeds IQ: one at skill levels up to IQ+1, two at IQ+2 or IQ+3,
three at IQ+4 or IQ+5, and so on. A new creation displaces the oldest. A person
can create a permanent rune that reactivates itself in 1 hour after being
triggered by spending 1 character point in addition to normal requirements. A rune must be at least 6 inches in diameter.
For hardcore improvisation, symbol casters use
Symbol Drawing instead of Thaumatology. Rule of 16 is imposed on hardcore
improvisation rolls – 16 is always a failure, while 17 and 18 are always
critical failures regardless of the actual skill.
Since all runes and parchments are physical
advantages, we will have to dissect the Sorcerous Empowerment advantage and
replace Physical, +100% with Physical, +50% and Limited, Advantages Only, -10% with Limited, Advantages with runic enhancements only, -20%, even though
the book warns us not to do so.
Sorcerous Empowerment (Symbol) will costs 14
points for level 1 + 7 points per additional level.
SPELLS
The
following example spells use symbols and lexicons described in the Sample
Symbol Lexicons post. The lexicons can be used as is, ignoring the base
cost column.
Und-Rask
Bolster Undead
Keywords: Buff, Parchment
Full Cost: 22 points for level 1 + 5
points/additional level.
Casting Roll: Empower Undead. Use
Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
This combination of symbols makes
the subject undead creature tougher, granting it DR with Tough Skin limitation
equal to twice the level of this spell.
Statistics:
Affliction 1 (HT; Accessibility, Only undead, -30%; Advantage, Bolster Undead 1,
+50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x,
+15%; Magical, -10%; No Signature, +20%; Parchment, +30%) [22]. Notes: Each
level of “Bolster Undead” is Damage Resistance 2 (Magical, -10%; Tough Skin,
-40%) [5]. Additional levels add more levels of Bolster Undead to the Advantage
enhancement [+5].
Strengthen Will
Keywords: Buff, Parchment.
Full Cost: 21 points for level 1 + 5
points/additional level.
Casting Roll: Protect Wisdom. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
You increase the target’s Will by 1
per level of this spell for 3 minutes.
Statistics:
Affliction 1 (HT; Advantage, Strengthen Will, +50%; Fixed Duration, +0%;
Increased 1/2D, 10x, +15%; Magical, -10%; No Signature, +20%; Parchment, +30%)
[21]. Notes: Additional levels add further Strengthen Will to the Advantage
enhancement (+50%) [+5]. Notes: Each level of “Strengthen Will” is Will 1
(Magical, -10%) [5].
Qualithar
Explosive Runes
Keywords: Area (Fixed), Rune.
Full Cost: 14 points/level.
Casting Roll: Create Energy.
Range: Touch.
Duration: Permanent or until
discharged.
You draw mystical exploding runes on
a hard surface. When read by anyone you did not specify during casting, the
runes explode. Everyone within four yards of the impact point takes dice of crushing
damage equal to your level of this spell. This force damages insubstantial
beings as well as substantial ones. The GM must determine what the maximum
level available in the campaign is.
Statistics: Crushing
Attack (Affects Insubstantial, +20%; Area Effect, 4 yards, +100%; Magical,
-10%; Rune, +50%; Selective Effect, +20%) [14/level].
Teleportation Rune
Keywords: Resisted (Will), Rune.
Full Cost: 168 points.
Casting Roll: Shape Space. IQ to
teleport. Special casting cost.
Range: Unlimited.
Duration: Instantaneous.
If the subject fails to resist when
stepping on this rune, make an immediate roll against the lowest skill used to
draw this rune to teleport the subject as if using the Warp advantage (p. B97).
Use the roll in place of IQ. The rune sends the subject and his gear up to his
Extra-Heavy encumbrance to a place specified when the rune was drawn.
Statistics:
Affliction 1 (Will; Advantage, Teleportation Rune, +1,500%; Based on Will,
+20%; Magical, -10%; No Signature, +20%; Rune, +50%) [168]. Notes:
“Teleportation Rune” is Warp (Anchored, -50%; Extra Carrying Capacity,
Extra-Heavy, +50%; Reliable +10, +50%) [150]. The +10 for Reliable cancels the
-10 for no preparation.
Thuli-Vantu
Haste
Keywords: Buff, Parchment.
Full Cost: 34 points for level 1 + 18
points/additional level.
Casting Roll: Move Body. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
You increase the target’s Basic
Speed by 1.00, which will also increase the target’s Basic Move and Dodge
scores by the same amount.
Statistics:
Affliction 1 (HT; Advantage, Haste, +180%; Fixed Duration, +0%; Increased 1/2D,
10x, +15%; Magical, -10%; No Signature, +20%; Parchment, +30%) [34]. Notes: Additional
levels add further Haste to the Advantage enhancement (+90%) [+18]. Notes: Each
level of “Haste” is Basic Speed 1.00 (Magical, -10%) [18].
Turn Spirit
Keywords: Resisted (Will), Rune.
Full Cost: 35 points.
Casting Roll: Control Spirit.
Range: Unlimited.
Duration: 3 minutes.
When a spirit sees this rune, he
becomes unwilling to enter the 10-yard area around it and retreat, if he is
already in this area.
Statistics:
Affliction 1 (Will; Accessibility, Only spirits, -40%; Based on Will, +20%; Disadvantage,
Dread (10 yards), +57%; Fixed Duration, +0%; Magical, -10%; Malediction 2,
+150%; No Signature, +20%; Rune, +50%) [35].
I'm really glad to have inspired you! RPK deserves a lot of credit for streamlining the system I came up with
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