Saturday, 5 May 2018

Sorcery: Glass Spells IV

Sorcery: Glass Spells IV

Last three glass spells from Pyramid #3-114. Glasswraith makes the subject intangible to glass and obsidian. Mirror Duplicate and Mirror Trap are secret spells for the style described in the article.

Glasswraith
Keywords: Buff.
Full Cost: 52 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Nine minutes.

This spell makes the subject to intangible to glass and obsidian. He cannot turn this ability off, and automatically falls through any glass floors. He will need to hold his breath on long trips (this spell does not provide air) and gains no special ability to see through glass. He may carry up to Medium encumbrance while doing this, but he cannot carry any glass objects – they fall through his body.
This spell does not make the subject immune to attacks with glass weapons, but makes his highly resistant to them. The subject is considered to be diffuse against glass attacks. It makes him immune to crippling injuries and reduces the damage you suffer from attacks with glass weapons; see Injury to Unliving, Homogenous, and Diffuse Targets (p. B380). Glass foes cannot slam or grapple the subject! This includes all the benefits of No Blood, No Brain, and No Vitals, but only against glass attacks.
Statistics: Affliction 1 (HT; Advantage, Glasswraith, +380%; Extended Duration, 3x, +20%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [52]. Note: “Glasswraith” is Permeation (Glass; Always On, -40%; Can Carry Objects, Medium Encumbrance, +50%; Magical, -10%; Nuisance Effect, Can’t carry anything glass, -20%) [8] + Injury Tolerance (Diffuse; Limited, Glass, -60%; Magical, -10%) [30].
  
Mirror Duplicate
Keywords: None.
Full Cost: 68 points for level 1 + 4 points/additional level.
Casting Roll: IQ. May require other skills to make alterations. Special casting time (see below).
Range: Touch.
Duration: Indefinite.

The caster casts this spell on the reflection of an object in a mirror, and then pulls the duplicate out of the mirror. The object is also mirror-imaged, so it is not quite an exact duplicate, but is otherwise fully functional. This spell duplicates an actual item weighing 3 lbs. or less. Note that (e.g.) “a loaded gun” would be a single object; you do not have to duplicate the gun and bullets separately!
This permits a mage with no knowledge of Armoury to create a gun – if he has another one handy to copy. It also permits perfect forgeries of works of art, money, documents, and so on.
Unlike most spells, Mirror Duplicate requires 10 or 11 seconds to cast instead of the normal one or two seconds. If your roll fails, you fail to duplicate the object. 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.
A duplicate lasts indefinitely. That means, however, that if you want to cast this spell again, the first duplicate goes away as soon as you begin casting to create the second one. If you can maintain multiple spells (Simultaneous Spells; GURPS Thaumatology: Sorcery, p. 8), you can keep multiple versions of Mirror Duplicate “on” to get around that problem.
Higher levels of this spell allow you to duplicate heavier, larger objects. However in no case can you duplicate 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%; Reduced Fatigue Cost 1, +20%; Requires a mirror, -10%; Requires a sample object, -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+.
  
Mirror Trap
Keywords: Resisted (HT).
Full Cost: 57 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent.

The spell instantly traps the subject in a nearby mirror. The mirror must currently be reflecting the image of the subject. When calculating range penalties, use the greater of the distance to the subject or the mirror. The subject is trapped with anything carried. While in the mirror, he can do nothing and is frozen in time until freed by breaking the mirror or the reverse of this spell. The subject – reflection captured in whatever pose he had when trapped – will be visible to anyone who is looking into the mirror, usually as if he were behind them. However, if the viewer turns around, the subject is not there. This cannot be undone via Dispel Magic (GURPS Thaumatology: Sorcery, p. 21); countering it requires Remove Curse (GURPS Thaumatology: Sorcery, p. 21).
Statistics: Affliction 1 (HT; Cosmic, Immune to Dispel Magic, +50%; Environmental, Mirror, -40%; Extended Duration, Permanent, +150%; Malediction 2, +150%; No Signature, +20%; Paralysis, Variant, +150%; Sorcery, -15%) [57].

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