Sorcery: Assorted Spells IV
Three of the following spells were inspired by spells from the Might & Magic series. Lloyd's Beacon is a mass teleportation spell that transports subjects to a marked location. Town Portal teleports to the central fountain of a town. Souldrinker drains life on any being the caster sees. Corporeal Instability is a spell based on an eponymous ability of the chaos beast.
Corporeal Instability
Keywords: Resisted (HT).
Full Cost: 42 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 minute.
The subject’s body transforms into
an amorphous mass for 1 minute. His Basic Move is reduced by 2, he gains Injury
Tolerance (Homogenous, No Blood, No Head, No Neck), Invertebrate, Mute, No Legs
(Slithers), and No Manipulators. He cannot wear any armor or use any items in
this state - they all become useless and fall from the victim’s body. In
addition, the victim constantly experiences terrible pain (p. B428). The victim
can negate this effect and return to its natural form by taking a Concentrate
maneuver a making a successful Will-4 roll. If successful, he retains his shape
until the end of his next turn.
Statistics: Affliction
1 (HT; Accessibility, Only on living creatures, -10%; Advantage, Corporeal
Instability, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature,
+20%; Reduced Duration, 1/3, -10%; Sorcery, -15%; Terrible Pain, +60%) [42].
Notes: “Corporeal Instability” is Alternate Form (Amorphous Mass; Magical,
-10%; Nuisance Effect, Can be negated for a second via a Will-4 check, -10%)
[12]. “Amorphous Mass” is a new meta-trait: Basic Move -2 [-10]; Injury
Tolerance (Homogenous, No Blood, No Head, No Neck) [57]; Invertebrate [-20]; Mute
[-25]; No Legs (Slithers) [0]; No Manipulators [-50].
Lloyd’s Beacon
Keywords: None.
Full Cost: 120 points.
Casting Roll: IQ; Special casting
time and FP cost.
Range: Touch.
Duration: 3d seconds.
This spell teleports the caster to a
specific place he has visited before and “marked” by Concentrating for 1 minute
and making an IQ roll. There can be only five markers at the same time,
creating a new one deletes the oldest one. Each marker lasts (IQ + Talent)
weeks before it needs to be refreshed. After the caster teleports, he creates a
gate behind him that persists for 3d seconds. Creatures that traverse the gate
can carry up to Extra-Heavy Encumbrance when they travel.
As a Concentrate maneuver make an IQ + Talent roll to cast this
spell, modified as follows:
Distance:
Distance penalties appear on the table below. If actual distance falls between
two values, use the higher.
Distance
|
Penalty
|
10 yards
|
0
|
20 yards
|
-1
|
100 yards
|
-2
|
500 yards
|
-3
|
2 miles
|
-4
|
10 miles
|
-5
|
100 miles
|
-6
|
1000 miles
|
-7
|
Add an additional -1 for each 10x increase
in distance.
Preparation Time: The amount of time taken to prepare for the teleport affects the IQ
roll, as follows:
Preparation Time
|
IQ Modifier
|
None
|
-10
|
1 second
|
-5
|
2 seconds
|
-4
|
4 seconds
|
-3
|
8 seconds
|
-2
|
15 seconds
|
-1
|
30 seconds
|
0
|
1 minute
|
+1
|
2 minutes
|
+2
|
4 minutes
|
+3
|
8 minutes
|
+4
|
15 minutes
|
+5
|
30 minutes
|
+6
|
1 hour
|
+7
|
2 hours
|
+8
|
4 hours
|
+9
|
8 hours
|
+10
|
This table is not open-ended; +10 is the maximum possible bonus.
Removal: If
you have a “second-hand” view of the destination, you are at -2 per level of
removal. For instance, seeing it on TV or through someone else’s eyes would
give -2, while seeing it on a television set that you are viewing through
someone else’s eyes would give -4. There is an additional -2 to teleport to a
place you have visited but cannot see.
Fatigue Points:
Apply a bonus of +1 per additional FP spent. You must declare this before you
roll, and you lose the FP whether you succeed or fail. You never have to spend
FP, but it is usually a good idea if you must travel far or without much
preparation.
On a success, the you to your target
destination and leave the gate behind you. On a failure, the teleportation
fails and you strain your teleporting ability: you are at -5 to cast this spell
again in the next 10 minutes. On a critical failure, you teleport, but to the
wrong destination. This can be anywhere the GM wishes! It need not be
dangerous, but it should seriously inconvenience you. In addition, your spell
temporarily “burns out” and will not function again for 1d hours.
Statistics: Warp
(Anchored, Markers, -40%; Extra Carrying Capacity, Extra-Heavy, +50%; Requires Concentrate, -15%; Sorcery,
-15%; Tunnel, After, +40%) [120].
Souldrinker
Keywords: Resisted (HT).
Full Cost: 75 points for level 1 + 12
points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.
You can steal HP from a victim to
replenish your own. You must be able to see your victim with your unaided sight
while stealing his life. If the victim fails to resist, he loses HP equal to
the level of this spell; for every 1 HP he loses, you recover 1 HP.
Statistics:
Leech 1 (Accelerated Healing, +25%; Based on HT, +20%; Malediction 2, +150%;
Ranged, +40%; Sorcery, -15%; Vision-Based, Reversed, -20%) [75 + 12/additional
level].
Town Portal
Keywords: None.
Full Cost: 110 points or 130 points.
Casting Roll: IQ; Special casting
time and FP cost.
Range: Touch.
Duration: 3d seconds.
This spell teleports the caster to
the central fountain of a city or town the caster has visited before. After the
caster teleports, he creates a gate behind him that persists for 3d seconds.
Creatures that traverse the gate can carry up to Extra-Heavy Encumbrance when
they travel.
The basic (110-point) version of
this spell teleports the caster to the nearest town that meets the
requirements, while the improved (130-point) version teleports him to any city
or town with a central fountain that the caster has visited before. Creatures
that traverse the gate can carry up to Extra-Heavy Encumbrance when they
travel.
As a Concentrate maneuver make an IQ + Talent roll to cast this
spell, modified as follows:
Distance:
Distance penalties appear on the table below. If actual distance falls between
two values, use the higher.
Distance
|
Penalty
|
10 yards
|
0
|
20 yards
|
-1
|
100 yards
|
-2
|
500 yards
|
-3
|
2 miles
|
-4
|
10 miles
|
-5
|
100 miles
|
-6
|
1000 miles
|
-7
|
Add an additional -1 for each 10x increase
in distance.
Preparation Time: The amount of time taken to prepare for the teleport affects the IQ
roll, as follows:
Preparation Time
|
IQ Modifier
|
None
|
-10
|
1 second
|
-5
|
2 seconds
|
-4
|
4 seconds
|
-3
|
8 seconds
|
-2
|
15 seconds
|
-1
|
30 seconds
|
0
|
1 minute
|
+1
|
2 minutes
|
+2
|
4 minutes
|
+3
|
8 minutes
|
+4
|
15 minutes
|
+5
|
30 minutes
|
+6
|
1 hour
|
+7
|
2 hours
|
+8
|
4 hours
|
+9
|
8 hours
|
+10
|
This table is not open-ended; +10 is the maximum possible bonus.
Removal: If
you have a “second-hand” view of the destination, you are at -2 per level of
removal. For instance, seeing it on TV or through someone else’s eyes would
give -2, while seeing it on a television set that you are viewing through
someone else’s eyes would give -4. There is an additional -2 to teleport to a
place you have visited but cannot see.
Fatigue Points:
Apply a bonus of +1 per additional FP spent. You must declare this before you
roll, and you lose the FP whether you succeed or fail. You never have to spend
FP, but it is usually a good idea if you must travel far or without much
preparation.
On a success, the you to your target
destination and leave the gate behind you. On a failure, the teleportation
fails and you strain your teleporting ability: you are at -5 to cast this spell
again in the next 10 minutes. On a critical failure, you teleport, but to the
wrong destination. This can be anywhere the GM wishes! It need not be
dangerous, but it should seriously inconvenience you. In addition, your spell
temporarily “burns out” and will not function again for 1d hours.
Statistics: Warp
(Anchored, Nearest town with a central fountain that you have visited before,
-50%; Extra Carrying Capacity, Extra-Heavy, +50%; Requires Concentrate, -15%; Sorcery, -15%; Tunnel, After,
+40%) [110]. Note: The improved version replaces Anchored, Nearest town with a
central fountain that you have visited before, -50% with Anchored, Town with a
central fountain that you have visited before, -30% [+20].
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