Sunday, 26 January 2020

Sorcery: Psychic Spells as Normal Spells

Sorcery: Psychic Spells as Normal Spells

As promised - new spells from Occult Adventures for Pathfinder RPG converted to normal Sorcery.
  
Akashic Form
Keywords: Buff.
Full Cost: 53 points.
Casting Roll: None. Special casting time.
Range: Self.
Duration: One day.

You create a perfect record of your physical body in the Akashic Record at the time the spell is cast. The casting takes one hour of uninterrupted concentration. Make a copy of the your character sheet when this spell is cast. If you die, you revert to those statistics, losing any traits or character points acquired since then, and additionally losing 20 character points. When this happens, your corpse disappears, and you can either resume the place of your dead body (already wearing any clothing still attached to the corpse) or appear in any place you’ve been within 100 yards of where your corpse lies (but without any of your gear). You can have only one Akashic Form active at a time, any further attempts at casting this spell fail. Note that since the Akashic Form advantage has the Magical limitation, the subject will not revert to the clone if he dies in an area that negates magic or under similar circumstances.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Akashic Form, +430%; Costs Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Immediate Preparation Required, 1 hour, -75%; No Signature, +20%; Sorcery, -15%) [53]. Note: “Akashic Form” is Extra Life 1 (Copy, -20%; Cosmic, Cannot be found and tampered with, +100%; Magical, -10%) [43].

Anticipate Thoughts
Keywords: Resisted (Will).
Full Cost: 11.5 points/level.
Casting Roll: IQ.
Range: Unlimited.
Duration: 1 minute.

This spell taps into the target’s mind so you get an impression of the actions it will take. The casting roll takes no range penalties. If the casting is successful, you gain a +1 bonus per level of this spell on to-hit rolls against the target and on all active defenses against attacks performed by the target. This spell can affect only one target at a time – recasting it to affect another target removes the previous effects.
Statistics: Defense Bonus 1 (Accessibility, Only against a single target, -50%; Fixed Duration, +0%; Link, +10%; No Signature, +20%; Reduced Duration, 1/3, -10%; Requires IQ vs. Will Roll, -20%; Sorcery, -15%; Takes Extra Time 1, -10%) [7.5/level] + DX+1 (Accessibility, Only attacks against the subject, -60%; Fixed Duration, +0%; Link, +10%; Magical, -10%; No Signature, +20%; Reduced Duration, 1/3, -10%; Requires IQ vs. Will Roll, -20%; Takes Extra Time 1, -10%) [4/level].
  
Awaken Construct
Keywords: Buff.
Full Cost: 220 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Truly Permanent.

You imbue a construct (golem, robot, etc.) with sentience. The construct is granted additional 2d levels of IQ and loses the Reprogrammable and Slave Mentality disadvantages, if it had them. This spell is Truly Permanent – it cannot be dispelled, even with Remove Curse, and the effects do not stop working in no-mana zones.
Statistics: Affliction 1 (HT; Accessibility, Constructs Only, -25%; Advantage, Awaken Construct, +1,400%; Extended Duration, Truly Permanent, +300%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Negated Disadvantage, Reprogrammable, +100%; Negated Disadvantage, Slave Mentality, +400%; No Signature, +20%; Sorcery, -15%) [230]. Note: “Awaken Construct” is IQ+7 [140].

Babble
Keywords: Resisted (Will).
Full Cost: 46 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Nine seconds.

This spell causes the target to break into a fit of bizarre, uncontrollable babbling. The target loses its ability to speak coherently. The babbling gives +4 to Sense rolls to hear the target or -2 to its Stealth rolls, as the situation warrants. In some circumstances, it might also give -2 to reactions. In addition, anyone who hears the target’s babbling must roll a Fright Check. Creatures get +1 per Fright Check after the first within 24 hours, and anyone who succeeds is immune to the Fright Checks caused by this spell for an hour. Use the Confusion variant table from GURPS Powers, page 85.
Statistics: Affliction 1 (Will; Advantage, Babble, +210%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/20, -25%; Sorcery, -15%) [46]. Note: “Babble” is Terror (Confusion; Hearing; Magical, -10%; Temporary Disadvantage, Cannot Speak, -15%; Temporary Disadvantage, Noisy 2, -8%) [21].

Calm Spirit
Keywords: Resisted (Will).
Full Cost: 18 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: 3 minutes.

This spell calms down any single spirit.
Statistics: Mind Control (Accessibility, Spirits Only, -40%; Accessibility, Only to calm down, -30%; Emotion Control, -50%; Independent, +70%; Sorcery, -15%) [18].
   
Cognitive Block
Keywords: Resisted (Will).
Full Cost: 47 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 day.

You create a mental block in the target’s mind, impeding the flow of his thought process. The target gains the Absent-Mindedness (p. B122) disadvantage, loses the Single-Minded (p. B85) advantage if they had it, and can only cast spells by performing an All-Out Concentrate (or All-Out Attack in cast of attack spells) maneuver.
Statistics: Affliction 1 (HT; Based on Will, +20%; Disadvantage, Absent-Mindedness, +15%; Disadvantage, Divine Curse (Can only cast by performing an All-Out maneuver), +50%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; Negated Advantage, Single-Minded, +5%; No Signature, +20%; Sorcery, -15%) [47].

Create Mindscape
Keywords: Resisted (Will).
Full Cost: 341 points for level 1 + 10 points/additional level
Casting Roll: IQ.
Range: Unlimited.
Duration: Instantaneous.

By making a successful casting roll, you leave your body behind, unconscious, while projecting your mind and the mind of the subject to a mindscape of your creation. Failure means you both stay in your current world, and you are at -5 to cast this spell for the next 10 minutes. Critical failure results in this spell burning out for 1d hours. While in the mindscape, you and the subject can use spells, mental abilities, and Maledictions to affect the mindscape or each other. The projected forms are visible, but insubstantial and vulnerable to all abilities that affect insubstantial beings. All HP and FP losses come out of the same pool, regardless of which form suffers them – physical or projected. The projection suffers any negative effects: shock, stunning, etc. If the projection would become “unconscious,” it vanishes instead. The mind snaps back to the body, which remains unconscious until it recovers. If death results, consequences depend on which form suffered the killing injury. If this was the projection, the personality and mind are gone, but the body may survive as a mindless husk; use the Mortal Wounds rules (p. B423), but the victim can never awaken.
This spell can be maintained indefinitely, but the bodies’ need to eat, drink, sleep, etc. effectively limits the duration to a day or so – longer if the bodies are left with friends, in a hospital, or otherwise cared for.
Those who know this spell or Mindscape Door can “hitch a ride” to the mindscape as per the rules for Jumper (World) (p. B64).
At level 1, your mindscape is the size of a small bedroom (or the equivalent of the best Status -2 dwelling in your campaign setting) but has no other features. It does have a breathable atmosphere and takes whatever shape you initially desire, but from that point onward is fixed, unless changed by spells and abilities used by the projecters. Each additional level improves this “virtual Status” for the purpose of determining the size of the mindscape (see What Cost of Living Gets You box (p. B266)).
When you want to leave your mindscape, cast this spell again. Success means you return your mind to the body. Failure means you go nowhere. Critical failure means you are trapped in your mindscape for 1d hours or you arrive as normal but your spell burns out for 1d hours. The subject that was pulled in does that with an IQ roll.
Should you die, your mindscape disappears, ejecting any living non-native beings to the last place they were before entering the mindscape. Alternatively, the GM might allow the mindscape to exist on its own, choose a new “owner,” (perhaps, the subject) or something similar.
If you do not want to pull anyone into your mindscape, you can cast this spell to project only your own mind.
Statistics: Affliction 1 (Will; Advantage, Create Mindscape, +1,450%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Fixed Duration, +0%; Link, +10%; Magical, -10%; Malediction 2, +150%; No Signature, +20%) [176] + Jumper (Pocket Dimension; Gyroscopic, +10%; Improved, +10%; Faster Concentration 5, +25%; Link, +20%; Magical, -10%; No Settling, +10%; Projection, Can affect the new world, -0%) [165]. Each additional level adds a level of Larger Size (+10%) to the Jumper advantage [+10]. Note: “Create Mindscape” is Jumper (Pocket Dimension; Gyroscopic, +10%; Improved, +10%; Faster Concentration 5, +25%; Magical, -10%; No Settling, +10%; Projection, Can affect the new world, -0%) [145].

Deja Vu
Keywords: Resisted (Will).
Full Cost: 43 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: One second.

This spell creates a compulsion in the subject’s mind that causes it to repeat this turn’s action in the next second. If the subject attacked, it attacks the same person in the same exact way, if possible. If it drank a potion, it drinks from the same bottle again (if the bottle is empty, it tries to drink another instance of this potion). Even if something happens to prevent this attempt (the opponent is dead, or someone takes the bottle away), the subject still strives to repeat its last action.
You can only affect a subject you can see or touch. If you lose, you cannot attempt to control that subject again for 24 hours, and it feels a sense of mental coercion emanating from you.
Statistics: Mind Control (Accessibility, Only to repeat actions, -30%; Fixed Duration, +0%; Independent, +70%; Reduced Duration, 1/180, -40%; Sorcery, -15%) [43].
     
Demand Offering
Keywords: Resisted (Will).
Full Cost: 38 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: 1 second.

The subject is compelled to hand you whatever object it’s currently wielding or holding. You must be able to see or touch the subject to cast this spell. To use this ability, concentrate for one second and then roll a Quick Contest: your IQ vs. your subject’s Will, applying the range penalties to the subject (p. B550).
If the subject resists successfully, you cannot attempt to control that subject again for 24 hours, and he feels a sense of mental coercion emanating from you.
Statistics: Mind Control (Accessibility, Only to force to give an item the subject is holding, -40%; Fixed Duration, +0%; Independent, +70%; Reduced Duration, 1/180, -40%; Sorcery, -15%) [38].

Detect Mindscape
Keywords: Information.
Full Cost: 5 or 10 points.
Casting Roll: Per. Use IQ for analysis.
Range: Unlimited.
Duration: Instantaneous.

With the basic (5-point) version of this spell, you can immediately sense all nearby minds that have a mindscape (they have the Psi Realm ability, know the Create Mindscape spell, etc.), sorted by the direction to each one. The GM will roll against your Per (plus Talent), minus the range penalty to the nearest appropriate being, and inform you if you succeed.
If you do succeed, you may immediately make a follow-up IQ roll (plus Talent) to analyze what you’re detecting. If successful, the GM will give you details for each mindscape based on your margin of success (e.g., success by 0-1 might just give “mindscape with two projecting minds,” while success by 4-5 could be “a village-sized mindscape with seven minds inside”). Any level of success here allows you to weed out “false positives” from known mindscapes.
The improved (10-point) version of this spell works as above, except that you know the precise location of each subject. This allows you to cast spells on any of them for as long as each remains in that location – or for the next second, if one is already on the move.
Statistics: Detect (Mindscape; Sorcery, -15%) [5]. The improved version adds Precise (+100%) [+5].
  
Detect Psychic Significance
Keywords: Information.
Full Cost: 4 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: Instantaneous.

Determines whether the subject (object or area) has significant psychic imprints or histories that can be read by the Psychometry advantage or similar abilities. The GM will secretly roll against the caster’s IQ minus range penalties (p. B550) to the subject, which the caster must be able to see or touch.
Statistics: Detect (Psychic Significance; Sorcery, -15%; Touch- or Vision-Based, -15%; Vague, -50%) [4].

Ego Whip
Keywords: Resisted (Will).
Full Cost: 40 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 day.

This spell overwhelms the sapient target’s ego, leaving the target feeling hopeless and unsure of itself. The target gains the Low Self-Image (p. B143) disadvantage.
StatisticsAffliction 1 (HT; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Disadvantage, Low Self-Image, +10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery,  15%) [40].

Emotive Block
Keywords: Buff.
Full Cost: 44 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

This spell grants to subject Indomitable (p. B60) and Unfazeable (p. 95).
Statistics: Affliction 1 (HT; Advantage, Emotive Block, +280%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Note: “Emotive Block” is Indomitable (Magical, -10%) [14] + Unfazeable (Magical, -10%) [14].

Explode Head
Keywords: Resisted (Will).
Full Cost: 34 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.

This spell causes incredible pressure to build in the target’s head; this spell works only on a material creature that has a head. A roll to resist failed by less than 5 mentally stuns the target, allowing them to roll against IQ again once per second to recover. If the victim fails by 5 or more, or rolls a critical failure, their head explodes. The target immediately dies, unless it can survive without a head.
Statistics: Affliction 1 (Will; Accessibility, Only on material targets with a head, 15%; Based on Will, +20%; Disadvantage, Secondary Fragile (Enhanced Unnatural), +20%; Malediction 2, +150%; No Signature, +20%; Secondary Heart Attack, +60%; Sorcery, 15%) [34]. Note: Fragile (Enhanced Unnatural) means the subject dies if reduced to 0 HP; therefore, since Heart Attack reduces the target’s HP to 0, the target dies.

  
Foster Hatred
Keywords: Resisted (Will).
Full Cost: 44 points.
Casting Roll: Will.
Range: Unlimited.
Duration: One day.

This spell causes a sapient subject to become hateful and intolerant to a particular class of people chosen by the caster. This class of people can be based on social class, ethnicity, species, sex, nationality, or religion (choose one). The chosen class of people will react to the subject at -1 to -5 (GM’s decision). The subject himself reacts at -3 toward the victims of his intolerance. On a “Good” reaction, he tolerates the person and is as civil as possible, even though stiff and cold. On a “Neutral” reaction, he still tolerates him, but makes it plain that he doesn’t care to be around him and considers him inferior or offensive. On any worse reaction, he attacks or refuses to associate with the victim.
StatisticsAffliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Extended Duration, 1,000x, +120%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%; Variable Enhancement, +50%) [44]. Note: Variable Enhancement provides +10% of enhancements (+100%) but is limited by “Accessibility, Only for Intolerance” (-50%) for a net +50%.
  
Ghost Whip
Keywords: Obvious.
Full Cost: 12 points.
Casting Roll: None. Use Force Whip to hit.
Range: Self.
Duration: Instantaneous.

While this spell is active, a whip of ghostly evanescence appears in your hand. Every attack is considered to be a casting of this spell. The whip deals thrust crushing damage with Reach 1-4. A Ready maneuver is required whenever you want to change reach (this does not cost FP). The whip is flexible, allowing it to be used to entangle enemies or weapons, and gives you +2 on disarming attempts. The whip can affect insubstantial beings as well as substantial beings. It cannot be used to parry. It cannot be grappled, damaged, or destroyed, but can be parried normally. The Weapon Adaptation perk allows you to crack the whip and deliver painful blows (see p. B406).
Statistics: Natural Weapon (Crushing; Affects Insubstantial, +20%; Cannot Parry, -40%; Disarming, +20%; Extra Reach, 1-4, Ready maneuver necessary, +90%; Flexible, +30%; Intangible, +50%; Single, -20%; Sorcery, -15%; Swing-Capable, +20%; Unbalanced, -30%) [12].

Incorporeal Chains
Keywords: Resisted (DX).
Full Cost: 76 points/level.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent, until destroyed, or until the victim breaks free.

You conjure ghostly chains that bind the insubstantial victim, pinning his arms to his torso, and tying the legs together. An additional chain covers his mouth, preventing him from speaking. On a hit, your victim is pinned (see p. B370) and rooted in place. He cannot move his limbs or speak; his only options are to use purely mental abilities, to attack the chains with an Innate Attack, or to try to break free using ST (not Escape skill). The ST of this effect is equal 10 * spell level, but you can layer additional attacks on a successfully bound victim. Each extra layer gives +1 to ST.
The chains actively constricts the victim. Until he breaks free, the chains attack him each turn with a Constriction Attack (p. B43), at ST of this spell.
To break free, the victim must win a Quick Contest of ST against the ST of this spell. Each attempt takes one second. If he tries to break free and fails, he loses 1 FP and is only allowed a repeated attempt every 10 seconds – and on a 17 or 18, he becomes so entangled that he cannot escape on his own! Alternatively, he may try to destroy the chains with an Innate Attack (they hit automatically). External attacks on the chains take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392).
The chains have DR 4. Each point of damage reduces ST by one. At ST 0, the chains are destroyed and the victim is freed.
Statistics: Binding 10 (Based on DX, +20%; Constricting, +75%; Engulfing, +60%; Insubstantial Only, -30%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [76/level].


Inflict Pain
Keywords: Resisted (Will).
Full Cost: 32 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 minute.

A sapient subject’s mind is wracked with pain for 1 minute. He must make a Will roll to avoid crying out. He has a -6 penalty to all DX, IQ, skill, and self-control rolls. High Pain Threshold halves these penalties; Low Pain Threshold doubles them. The caster can decrease the pain penalties to -4 or -2 when casting the spell.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%; Terrible Pain, +60%; Variable, +5%) [32].
   
Intellect Fortress
Keywords: None.
Full Cost: 4.5 points/ level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.

While this spell is active, you are protected from direct mental attacks. This increases your DR by 2 * level of this spell (e.g., Intellect Fortress 3 adds DR 6) against Malediction-based mental attacks.
Statistics: Damage Resistance 2 (Limited, Mental, -40%; Malediction-Proof, +0%; Sorcery, -15%) [4.5/level].

Mass Inflict Pain
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 39 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 minute.

Sapient subjects in the area have their minds wracked with pain for 1 minute. Each subject must make a Will roll to avoid crying out. They have a -6 penalty to all DX, IQ, skill, and self-control rolls. High Pain Threshold halves these penalties; Low Pain Threshold doubles them. The caster can decrease the pain penalties to -4 or -2 when casting the spell. The caster can omit any creatures from the effect.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/3, -10%; Selective Area, +20%; Sorcery, -15%; Terrible Pain, +60%; Variable, +5%) [39]. Additional levels add Area Effect (+50%) [+5].

Mental Barrier
Keywords: None.
Full Cost: 3 points/ level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.

While this spell is active, you are protected by a mental barrier. Add this spell’s level to IQ or Will whenever you resist an ability with the Telepathic limitation, a Communication and Empathy or a Mind Control spell, or a similar direct mental ability. In addition, the barrier hinders attempts to locate your mind with supernatural abilities. Such abilities must win a Quick Contest against your Will + Mental Barrier level to find you. You cannot drop this barrier without switching to another spell. Even if you choose to waive your resistance roll against a beneficial ability, your Mental Barrier will try to resist for you, using its level+5 (or your normal resistance roll, if lower).
Statistics: Mind Shield 1 (Always On, -10%; Sorcery, -15%) [3/level].

  
Mindlink
Keywords: None.
Full Cost: 18 points.
Casting Roll: IQ.
Range: Touch.
Duration: Indefinite.

The caster links his mind with the creature touched and transmits thoughts directly to the subject’s mind. The subject receives the caster’s thoughts even if he lacks this ability. This spell requires the caster to constantly take Concentrate maneuvers and remain in physical contact with the subject. The caster shares his thoughts 10 times faster than he could speak them. He cannot lie or resist any attempt by the recipient to read his thoughts!
Statistics: Telesend (Full Communion, +20%; Melee Attack, Reach C, -30%; Requires Concentrate, -15%; Sorcery, -15%) [18].
  
Mindscape Door
Keywords: None.
Full Cost: 25 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.

By making a successful casting roll, you leave your body behind, unconscious, while projecting your mind to a mindscape of another person. You must touch the person with the mindscape to project. Failure means you stay in your current world, and you are at -5 to cast this spell for the next 10 minutes. Critical failure results in this spell burning out for 1d hours. While in the mindscape, you can use spells, mental abilities, and Maledictions to affect the mindscape or other projectors. The projected forms are visible, but insubstantial and vulnerable to all abilities that affect insubstantial beings. All HP and FP losses come out of the same pool, regardless of which form suffers them – physical or projected. The projection suffers any negative effects: shock, stunning, etc. If the projection would become “unconscious,” it vanishes instead. The mind snaps back to the body, which remains unconscious until it recovers. If death results, consequences depend on which form suffered the killing injury. If this was the projection, the personality and mind are gone, but the body may survive as a mindless husk; use the Mortal Wounds rules (p. B423), but the victim can never awaken.
This spell does not have to be maintained, but the bodies’ need to eat, drink, sleep, etc. effectively limits the duration to a day or so – longer if the bodies are left with friends, in a hospital, or otherwise cared for.
When you want to leave the mindscape, cast this spell again. Success means you return your mind to the body. Failure means you go nowhere. Critical failure means you are trapped in the mindscape for 1d hours or you arrive as normal but your spell burns out for 1d hours.
Statistics: Jumper (Pocket Dimension; Accessibility, Only to enter or leave a mindscape, -80%; Gyroscopic, +10%; Improved, +10%; Faster Concentration 5, +25%; Magical, -10%; Melee Attack, Reach C, -30%; Projection, Can affect the new world, -0%) [25].
  
Node of Blasting
Keywords: Buff.
Full Cost: 53 points.
Casting Roll: None. Use DX or unarmed combat skill to hit.
Range: Touch.
Duration: Permanent.

This spell imbues an inanimate object with psychic energy. This energy remains indefinitely, but can be detected by Detect Magic. Any creature with a mind that touches this object releases this energy and takes 4d toxic damage.
Statistics: Affliction 1 (HT; Accessibility, Only on inanimate objects, -10%; Advantage, Node of Blasting, +310%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Melee Attack, Reach C, -30%; No Signature, +20%; Sorcery, -15%) [53]. Note: “Node of Blasting” is Toxic Attack 4d (Aura, +80%; Magical, -10%; Melee Attack, Reach C, -30%; Triggered Delay, Touch, +50%) [31].
  
Object Reading
Keywords: Information.
Full Cost: 17 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.

When cast on any inanimate object, Object Reading lets the caster determine the recent past of that object, user’s personality, and so on – but no names!
To cast Object Reading, you must touch the subject item, concentrate for one second, and make an IQ roll. This roll is at no penalty for an event that occurred the same day, -1 for one that occurred up to 10 days ago, -2 if up to 100 days ago, -3 if up to 3 years ago, -4 if up to 30 years ago, -5 if up to 300 years ago, and so on.
On a success, you receive the general sense of emotions and events tied to the object. On a critical success, you experience an actual vision. No matter how well you roll, you cannot detect magic, spirits, etc. Still, a magic item is likely to have an emotionally charged history, giving strong impressions.
On a failure, you receive no impressions at all, and cannot attempt to read that object again for 24 hours.
Statistics: Psychometry (Accessibility, Only inanimate objects, -10%; Active Only, -20%; Sensitive, +30%; Sorcery, -15%) [17].

Paranoia
Keywords: Resisted (Will).
Full Cost: 40 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 day.

A sapient subject gains the Paranoia (p. B148) disadvantage.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Disadvantage, Paranoia, +10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [40].


Primal Regression
Keywords: Resisted (Will).
Full Cost: 41 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 day.

A sapient subject gains the Stress Atavism (p. B156) disadvantage of a degree of severity chosen by the caster.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Disadvantage, Stress Atavism (Severe), +20%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%; Variable, +5%) [41].

  
Psychic Surgery
Keywords: Resisted (Will).
Full Cost: 13 points.
Casting Roll: IQ. Use IQ (again) or Brainwashing to remove disadvantages.
Range: Unlimited.
Duration: Three days.

You can temporarily remove any mundane mental disadvantages in a subject. If the subject is willing, no resistance roll is needed. If not, he resists with Will and must be completely immobilized or otherwise under your control while you cast the spell. Successful casting gets you inside of his head, where you can “see” his mental disadvantages. You must then win a second Quick Contest of IQ vs. Will – or make another unopposed IQ roll, for a willing subject – at -1 for every full -5 points in disadvantages you wish to remove. You may substitute Brainwashing for IQ, if better. A critical success here gives the subject an excuse to buy off his problem, if he has the character points!
Statistics: Mind Control (Accessibility, Only to remove mental disadvantages, -10%; Conditioning Only, -50%; Fixed Duration, +0%; Sorcery, -15%) [13].
 Persistent, +40%; Sorcery, -15%) [7].

Purge Spirit
Keywords: Resisted (Will).
Full Cost: 11 points/level.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.

Purge spirit rips away at the target’s spiritual substance, scattering it over a wide area and hampering the target’s ability to reform. This spell can only affect insubstantial creatures. The target takes 1d non-incendiary burning damage, ignoring DR. If the caster wishes, he may scale down the damage before casting the spell.
Statistics: Burning Attack 1d (Insubstantial Only, -30%; Malediction 2, +150%; No Incendiary Effect, -10%; No Signature, +20%; Sorcery, -15%; Variable, +5%) [11/level].
  
Repress Memory
Keywords: None.
Full Cost: 2 points.
Casting Roll: Will.
Range: Self.
Duration: Instantaneous.

This spell allows you to safeguard important knowledge, even from yourself. When casting this spell, you recount particular memories. These memories disappears utterly from your mind, and you might not realize you forgot something. The magic of the spell patches omissions in your memory with indistinct haze. If the caster wishes, he may wipe all his memories, granting himself Total Amnesia (p. B123). This memory can only be restored by the Restore Memory spell. The casting roll is at -1 per additional attempt per hour.
Statistics: Controllable Disadvantage (Total Amnesia; Based on Will, Own Roll, +20%; Selective Effect, +20%; Sorcery, -15%) [2].
  
Synapse Overload
Keywords: Resisted (HT).
Full Cost: 41 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.

You cause the target’s mind to unleash a vast overflowing torrent of information throughout the target’s body, causing the target’s synapses to violently trigger. If the target fails to resist, it takes 1d non-incendiary burning surge damage (ignoring DR) and is physically stunned. On subsequent turns, the target can roll against HT once per second to recover.
Statistics: Affliction 1 (HT; Accessibility, Only on creatures with a nervous system, -10%; Link, +10%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [26] + Burning Attack 1d (HT; Accessibility, Only on creatures with a nervous system, -10%; Based on HT, +20%; Link, +10%; Malediction 2, +150%; No Incendiary Effect, -10%; Magical, -10%; No Signature, +20%; Surge, +20%) [11].
  
Synaptic Pulse
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 30 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Range: Self.
Duration: Instantaneous.

You emit a pulsating mental blast that stuns all sapient creatures in range of your psychic shriek. Roll a Quick Contest between of Will between the sorcerer and his targets, penalized by the range between them. Mind Shield adds to resistance against this spell. If the caster wins, the target suffers mental stun. On subsequent turns, they can recover normally by making an unpenalized IQ roll.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Area Effect, 2 yards, +50%; Based on Will, +20%; Emanation, -20%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%; Variable, Area, +5%) [30]. Additional levels add Area Effect (+50%) [+5].
  
Thoughtsense
Keywords: Information.
Full Cost: 65 points.
Casting Roll: Per.
Range: Self.
Duration: Indefinite.

When this spell is active, the caster can sense conscious minds and know their precise location. The GM will roll against your Per (plus Talent), minus the range penalty to the conscious mind, and inform you if you succeed. This allows the caster to cast spells on any of them for as long as they keep perceiving them.
Statistics: Detect (Conscious Minds; Cannot Analyze, -10%; Reflexive, +40%; Precise, +100%; Sorcery, -15%) [65].
  
Tower of Iron Will
Keywords: Area (Fixed).
Full Cost: 30 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.

While this spell is active, you project a mental barrier that protects everyone within 4 yards of you. Add 3 to IQ or Will whenever you or anyone within the area resist an ability with the Telepathic limitation, a Communication and Empathy or a Mind Control spell, or a similar direct mental ability from outside the barrier. In addition, the barrier hinders attempts to locate the minds of those inside with supernatural abilities. Such abilities must win a Quick Contest against your Will + 3 to find the minds. You cannot drop this barrier without switching to another spell. Even if you or another creature within the barrier choose to waive the resistance roll against a beneficial ability, the Tower of Iron Will will try to resist, using 8 (or the normal resistance roll, if lower).
Statistics: Mind Shield 3 (Affect Others 1, +50%; Always On, -10%; Area Effect, 4 yards, +100%; Force Field, +20%; Sorcery, -15%) [30].

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