Absorb Book
Keywords: None.
Full Cost: 6 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.
This spell lets the user devour the
knowledge of a written work, effectively reading a book remotely. The caster
must be able to see or touch the book to absorb it. Modify the casting roll for
range penalties to the book (see p. B550). The caster must know the language of
the book he is absorbing.
After a successful casting, the
writing in the book gradually fades away (at a rate of 1 page per minute),
leaving blank pages. The caster retains the information exactly as if he had carefully
read the book.
The caster can maintain this spell
for as long as he wishes without further concentration. If he switches to
another book, he must stop reading his current book and cast the spell again.
If he fails to cast, he may try
again, at a cumulative -2 per repeated attempt on that book in the past hour.
Should he critically fail, he cannot absorb that book again for 24 hours.
Statistics:
Mind Reading (Accessibility, Only on books, -50%; Costs Fatigue, 1 FP, -5%;
Nuisance Effect, Writing disappears, -5%; Psychic, -30%) [6].
Accursed Triangle
Keywords: Resisted (Will).
Full Cost: 45 points.
Casting Roll: Will.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited.
Duration: Instantaneous.
This spell affects anything with a
soul and causes the caster to swap bodies with the subject, then shifts the
caster’s mind into a mindless vessel in the environment (stone, tree, or
similar), and then swaps the caster’s
consciousness back into his original body while moving the subject’s to the
object. This is instantaneous.
The subject’s body will live
indefinitely – as a mindless shell with IQ 0 – if cared for, but the mind
dissipates after a mere Will/3 seconds,
rounded down. While the mind survives, it can use psi abilities, spells it
knows well enough to cast without ritual, and so on, although it can perceive
nothing and can touch only whatever its vessel is touching. After that time,
the victim’s consciousness is gone.
Magic capable of reuniting a mind and a body or possession magic can save the
subject if cast in those Will/3 seconds. Dispel Possession won’t work, as the
subject is not possessed.
On a critical failure, the would-be
subject may place the caster’s mind and his own in his choice of the caster’s
body, his own body, and some random vessel. Most targets imprison their
tormentor in an inanimate object, killing the wizard in Will/3 seconds. Some
also hijack the caster’s body.
Statistics:
Affliction 1 (Will; Accessibility, Only on beings with a soul, -5%; Based on
Will, +20%; Coma, Variant, +250%; Costs Fatigue, 2 FP, -10%; Malediction 2,
+150%; No Signature, +20%; Nuisance Effect, Critical Failure, -50%; Psychic, ‑30%) [45].
Affect Spirits
Keywords: Buff.
Full Cost: 25 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 3 minutes.
This spell allows the subject to
interact with incorporeal spirits as if they were solid. Any weapon the subject
wields has the ability to harm spirits.
Statistics:
Affliction 1 (HT; Advantage, Affect Spirits, +150%; Costs Fatigue, 1 FP, -5%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [25].
Note: “Affect Spirits” is Blessed
(Ghost Weapon) [15].
Akashic Form
Keywords: Buff.
Full Cost: 44 points.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 hour.
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.
Statistics:
Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Akashic Form, +360%;
Costs Fatigue, 1 FP, -5%; Extended Duration, 1,000x, +120%; Fixed Duration,
+0%; Immediate Preparation Required, 1 hour, -75%; No Signature, +20%; Psychic,
-30%) [44]. Note: “Akashic Form” is Extra
Life 1 (Copy, -20%; Cosmic, Cannot be found and tampered with, +100%) [36].
Alarm
Keywords: None.
Full Cost: 1 point.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.
Alerts the caster at a specified time
in the future, awakening him if necessary. It will also remind him of one thing
(in effect, delivering a message), provided he specified that thing at the time
the Alarm spell was cast. Can be set to “go off” up to a week from time of
casting.
Statistics: Accessory
(Alarm Clock; Costs Fatigue, 1 FP, -5%; Psychic, -30%) [1].
Alertness
Keywords: Buff.
Full Cost: 14 points for level 1 + 5
points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 3 minutes.
You increase the target’s Per by 1
per level of this spell for 3 minutes. This spell only affects sapient (IQ 6+)
beings.
Statistics:
Affliction (HT; Accessibility, Only on sapient beings, -10%; Advantage, Alertness,
+50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%;
No Signature, +20%; Psychic, -30%) [14]. Additional levels add further Alertness
to the Advantage enhancement (+50%) [+5]. Note:
Each level of “Alertness” is Per+1 [5].
Alter Dreamscape
Keywords: Resisted (highest of Will or Dreaming).
Full Cost: 19 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
This spell alters a person’s dream in any way. The sorcerer must either be in the subject’s dream via the Dream Visit or Dream Travel spell, or make a physical skin-to-skin contact with the sleeping subject.
Statistics: Illusion (Accessibility, Only on sleeping subjects, -20%; Contact Agent, -30%; Costs Fatigue, 1 FP, -5%; Melee Attack, Reach C, -30%; Mental, +100%; Psychic, -30%; Requires IQ Roll, -10%) [19].
Ancient History
Keywords: Information.
Full Cost: 6 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Instantaneous.
When cast on any inanimate object (or
a 1-yard-radius section of a large object), Ancient History lets the caster get
a general impression of an item’s history over a much greater time.
To cast Ancient History, you must touch
the subject item or location, concentrate for one minute, 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. The limit is 1,000
years.
On a success, you receive the general
impression of an item’s history. 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, ghostly haunt, or ritual site 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 or place again for 24 hours.
Statistics: Psychometry
(Accessibility, Limited to 1,000 years of the past, -5%; Accessibility, Only a
general impression, -10%; Active Only, -20%; Costs Fatigue, 1 FP, -5%;
Immediate Preparation Required, 1 minute, -30%; Sensitive, +30%; Psychic, -30%)
[6].
Anticipate Thoughts
Keywords: Resisted (Will).
Full Cost: 10 points/level.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 minute.
This spell taps into the target’s
mind (the target must be an IQ 6+ creature) 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 sapient target, -50%; Costs
Fatigue, 1 FP, -5%; Fixed Duration, +0%; Link, +10%; No Signature, +20%;
Psychic, -30%; Reduced Duration, 1/3, -10%; Requires IQ vs. Will Roll, -20%;
Takes Extra Time 1, -10%) [6/level] + DX+1 (Accessibility, Only attacks against
the subject, -60%; Fixed Duration, +0%; Link, +10%; No Signature, +20%;
Psychic, -30%; Reduced Duration, 1/3, -10%; Requires IQ vs. Will Roll, -20%;
Takes Extra Time 1, -10%) [4/level].
Astral Block
Keywords: Area (Leveled), Obvious.
Full Cost: 169 points for level 1 + 40
points/additional level (or more).
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Cost: 3 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Indefinite.
The sorcerer conjures a translucent dome
that repels (or at least slows) all insubstantial creatures and attacks. Any
insubstantial, astral, or ethereal creature wishing to cross the barrier may
try to force its way through it as a free action (one attempt per turn): the
foe rolls thrust damage and if this overcomes the Astral Block’s DR, it gets
through. This does not dispel the dome, which simply seals closed behind it.
Slams and collisions with the dome inflict their usual damage for the purpose
of breaking through, but the collider takes no damage, as the dome absorbs
kinetic force.
The dome gives DR against all insubstantial
attacks.
In addition, insubstantial creatures
within an Astral Block cannot become substantial, and vice versa. Thus, a
sorcerer could not cast Ethereal Body within the area of a spell, while a ghost
would be unable to use Solidify. A ghost already in a tangible state could not become
insubstantial!
By default, Astral Block provides DR
10. However, more potent versions are available that multiply DR and full cost (actually
112.5 before rounding) by the same amount:
DR
|
Full Cost
|
10
|
169 points for level 1 + 40
points/additional level
|
20
|
271 points for level 1 + 65 points/additional
level
|
30
|
374 points for level 1 + 90
points/additional level
|
50
|
579 points for level 1 + 140
points/additional level
|
100
|
1,091 points for level 1 + 265
points/additional level
|
Statistics:
Damage Resistance 10 (Affects Others, +50%; Area Effect, 2 yards, +50%; Costs
Fatigue, 3 FP, -15%; Force Field, +20%; Limited, Insubstantial, -60%; Link,
+10%; Psychic, -30%; Ranged, +40%; Variable, Area, +5%; Visible, -10%) [103] + Static
(Substantiality Changes; Area Effect, 2 yards, +100%; Link, +10%; Psychic,
-30%; Ranged, +40%) [66]. Additional levels increase Area Effect (+50%) to both
advantages [+40]. More powerful versions multiply DR by 2, 3, 5, or 10. Notes: “Does not damage those colliding
with it” is a 0-point special effect of DR with Affects Others, Area Effect,
and Force Field. As a special effect, this forms a hemispherical dome, not a
cylinder.
Astral Projection
Keywords: None.
Full Cost: 30 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 10 seconds or lower
(see below).
Range: Self.
Duration: Indefinite.
You leave your body behind,
unconscious, while projecting your spirit to the Astral Plane. While there, you
cannot cast spells or otherwise affect the world in any meaningful way. Your
spirit form is visible, but insubstantial. This spell can be maintained
indefinitely, but your body’s need to eat, drink, sleep, etc. effectively
limits the duration to a day or so – longer if your body is left with friends,
in a hospital, or otherwise cared for.
On the Astral Plane, projectors (but
not native astral denizens) are attached to their body by a slim silver cord,
which fades to invisible after about 20 feet. The cord always “points” in the
direction of the projector’s body.
Unlike most spells, Astral
Projection takes 10 or 11 seconds to cast instead of one or two. You can speed
this up by taking -1 to skill for each second omitted (maximum -10).
Statistics:
Jumper (World; Improved, +10%; Limited Access, -20%; Projection, Cannot affect
new world, -50%; Psychic, -30%) [20]. Note:
The Improved enhancement removes the auto-fail on 14+.
Astral Vision
Keywords: Buff.
Full Cost: 29 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.
This spell allows the subject to see
invisible insubstantial entities. Examples include ghosts and subjects of
Ethereal Body, Projection, or Astral Trip spells.
Statistics:
Affliction 1 (HT; Advantage, Astral Vision, +150%; Costs Fatigue, 1 FP, -5%;
Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%;
No Signature, +20%; Psychic, ‑30%) [29]. Note: “Astral Vision” is See Invisible (Insubstantial) [15].
Aura
Keywords: Information.
Full Cost: 14 points.
Casting Roll: Per. Use IQ for
analysis.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.
The caster sees an aura around
living beings. This aura gives the caster a general insight into the subject’s
personality – the better the follow-up IQ roll, the better the insight. One a
successful IQ roll, the aura also shows whether the subject has Magery, Magic
Resistance, or Magic Susceptibility (and what level); whether the subject is
possessed or controlled in any way; and whether the subject is in the grip of
any violent emotion. A critical success on the IQ roll will detect “secret”
traits, such as lycanthropy, vampirism, and unnatural longevity.
All living beings have auras;
inanimate things do not. A zombie is detectable by his faint, death-haunted aura,
while a vampire retains the aura he had in life. Illusions and created beings
have no aura, so a successful casting of this spell distinguishes them from
real persons.
Statistics:
Detect Aura (Costs Fatigue, 1 FP, -5%; Psychic, -30%; Vision-Based, -20%) [14].
Avoid
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 105 points for level 1 +
25 points/additional level.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 4 seconds.
Range: Unlimited.
Duration: 1 hour.
Makes the subject area unattractive to
all sapient (IQ 6+) creatures except the caster. Entering characters will feel
an intense unease, an urge to be somewhere else. The spell resists attempts to enter
its area (roll caster’s IQ vs. searcher’s Will). Victims won’t be aware of the
repulsion if it can act in a subtle way (e.g., you just felt like sitting in
front rather than in the middle...).
This is a subtle spell, and GMs
should roll in secret to see if it works. If it does, the victims should not be
told “You can’t look in that closet,” but just “you see nothing.” The spell
made them think they had checked the closet, or made each searcher think that
another one had checked it... and so on.
If the subject resists, he cannot be
affected by this spell again within 24 hours.
Statistics:
Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only
to compel the subject to avoid the area, -60%; Area Effect, 2 yards, +50%;
Costs Fatigue, 2 FP, -10%; Extended Duration, 30x, +60%; Fixed Duration, +0%;
Independent, +70%; Persistent, +40%; Psychic, -30%; Rationalization, +20%;
Takes Extra Time 2, -20%) [105]. Additional levels add Area Effect (+50%) [+25].
Awaken
Keywords: None.
Full Cost: 57 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
You can neutralize ongoing sleep or
unconsciousness caused by spells, powers, Afflictions, Affliction-like effects
of the Side Effect and Symptoms enhancements. The subject must be a sapient (IQ
6+) creature. This requires a touch and a successful IQ roll, and costs 1 FP. Your
casting roll is at ‑2 if the subject is unconscious. In addition,
if used more than once per day on a given subject, you are at a cumulative ‑3 per successful healing. Failure costs you 1d FP instead of the usual 1
FP! This spell also instantly wakes creatures that are asleep naturally.
Statistics:
Healing (Accessibility, Only on sapient creatures, -10%; Accessibility, Only to
stop sleep and unconsciousness, -60%; Affliction Only, -40%; Capped, 8 FP, ‑10%; Psychic, ‑30%; Reduced Fatigue Cost 7, +140%;
Reliable 4, +20%; Xenohealing, Anything Alive, +80%) [57].
Awaken Construct
Keywords: Buff.
Full Cost: 213 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 hour.
Range: Touch.
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%; Costs Fatigue, 6 FP, -30%; Extended Duration, Truly
Permanent, +300%; Fixed Duration, +0%; Immediate Preparation Required, 1 hour,
-75%; Melee Attack, Reach C, -30%; Negated Disadvantage, Reprogrammable, +100%;
Negated Disadvantage, Slave Mentality, +400%; No Signature, +20%; Psychic, -30%)
[213]. Note: “Awaken Construct” is
IQ+7 [140].
Babble
Keywords: Resisted (Will).
Full Cost: 46 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Nine seconds.
This spell causes the target to
break into a fit of bizarre, uncontrollable babbling. The target must be a
sapient (IQ 6+) creature. 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; Accessibility, Only on sapient beings, -10%; Advantage,
Babble, +240%; Based on Will, +20%; Costs 1 FP, -5%; Fixed Duration, +0%;
Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Reduced Duration,
1/20, -25%) [46]. Note: “Babble” is
Terror (Confusion; Hearing; Temporary Disadvantage, Cannot Speak, -15%;
Temporary Disadvantage, Noisy 2, -8%) [24].
Bedtime Reading
Keywords: None.
Full Cost: 24 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: One period of sleep.
Cast on a particular book, scroll,
or other written work the caster is touching before he goes to sleep, this
creates a dream analog of the work, which he may continue to read as he sleeps and
dreams. This can allow the caster to count sleep time as study time.
Statistics:
Mind Reading (Accessibility, Only on books, -50%; Accessibility, Only when
going to sleep, -30%; Costs Fatigue, 1 FP, -5%; Extended Duration, 1,000x,
+120%; Immediate Preparation Required, 1 minute, -30%; Independent, +40%;
Maximum Duration, One night, -5%; Melee Attack, Reach C, -30%; Psychic, -30%)
[24].
Berserker
Keywords: Resisted (Will).
Full Cost: 28 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.
The victim gains the Berserk (6)
disadvantage (p. B124) for the duration of this spell. He goes berserk in any
combat situation, regardless of whether he was wounded or not. This spell can
only affect sapient (IQ 6+) beings.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Berserk, +30%; Fixed Duration,
+0%; Malediction 2, +150%; No Signature, +20%; Psychic, ‑30%) [28]. Note: “Berserk” is
Berserk (9) (Battle Rage, +50%) [-30].
Bind Spirit (Type)
Keywords: Resisted (Will).
Full Cost: 38 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.
You can bind a spirit you can see or
touch. Each class of spirits (banshees, spectres, manitous, etc.) requires its
own 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 you win, your bound subject will
obey your every command for 3 minutes. In effect, he temporarily gains the
Reprogrammable disadvantage (p. B150), with you as his master. You do not have
to maintain concentration to control the spirit.
If you attempt to force the subject
to act against its principles (e.g., commit suicide or harm a loved one), roll
another Quick Contest. If the subject wins, it breaks free. Roll at the moment
of truth – you can march him to the edge of a cliff, but it doesn’t roll until it’s
about to leap.
If you lose, you cannot attempt to
control that spirit again for 24 hours, and he feels a sense of mental coercion
emanating from you.
Statistics:
Mind Control (Accessibility, Class of Spirits, -60%; Costs Fatigue, 1 FP, -5%;
Fixed Duration, +0%; Independent, +70%; Psychic, -30%) [38].
Boost Intelligence
Keywords: Buff.
Full Cost: 31 points for level 1 +
20 points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: Instantaneous.
Range: 100 yards.
Duration: Instantaneous.
This spell raises the subject’s IQ
by 1 per level of the spell just long enough for a single die roll or short
action – one Quick Contest, one attribute check, delivering a blow, readying a
weapon, resisting a spell, throwing an object, etc. It cannot be used to increase
a roll that represents several seconds of effort, such as a Regular Contest.
The boosted attribute affects all secondary characteristics. This spell can be
cast instantaneously while it is
active, allowing the caster to use it as a response to an attack. This spell
can only affect sapient (IQ 6+) creatures.
Statistics:
Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Boost
Intelligence 1, +200%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased
1/2D, x10, +15%; No Signature, +20%; Reduced Duration, 1/180, -40%; Reflexive,
+40%; Sorcery, -15%) [31]. Additional levels add additional levels of Boost
Intelligence to the Advantage enhancement (+200%) [+20]. Note: Each level of “Boost Intelligence” is IQ+1 [20].
Borrow Language
Keywords: None.
Full Cost: 9 points.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: 1 mile.
Duration: Indefinite.
You can “tap into” the mind of a
sapient subject you can see or hear, and borrow their language. You gain a language at the subject’s
comprehension level or Accented – whichever is less. The subject must know the
language in question. If the distance between you and the subject becomes more than
a mile, you lose the language!
Statistics: Telepathic
Learning 4 (Costs Fatigue, 1 FP, -5%; Limited, One Language, -50%; Psychic,
-30%; Reduced Time 2, +40%; Vision- or Hearing-Based, -15%) [9].
Borrow Skill
Keywords: None.
Full Cost: 17 points.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: 1 mile.
Duration: Indefinite.
You can “tap into” the mind of a
sapient subject you can see or hear, and borrow their knowledge. You can borrow
the equivalent of 4 character points (e.g., if you learned a Hard skill, you
would know it at IQ+0). You cannot have more points in the skill than the
person you’re borrowing it from does. If the distance between you and the subject
becomes more than a mile, you lose the skill!
Statistics: Telepathic
Learning 4 (Costs Fatigue, 1 FP, -5%; Limited, One Skill, -10%; Psychic, -30%;
Reduced Time 2, +40%; Vision- or Hearing-Based, -15%) [17].
Bravery
Keywords: Buff.
Full Cost: 17 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 3 minutes.
You make the subject braver. The subject
adds 4 level to his Will whenever he makes a Fright Check or must resist the
Intimidation skill (p. B202) or a supernatural power that induces fear. He also
subtracts 1 from all Intimidation rolls made against him. However, this bravery
makes the subject overconfident. Treat this as having Overconfidence (p. B148)
with a self-control number of 12. This spell can only affect sapient (IQ 6+)
creatures.
Statistics:
Affliction (HT; Accessibility, Only on sapient beings, -10%; Advantage, Bravery,
+80%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%;
No Signature, +20%; Psychic, -30%) [17]. Note:
“Bravery” is Fearlessness 4 (Temporary Disadvantage, Overconfidence (12),
-5%) [8].
Calm Emotions
Keywords: Resisted (Will).
Full Cost: 23 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.
You can calm down a single creature.
Only creatures with a racial IQ 6+ or less can be affected. This spell stops
Berserk and prevents the subject from doing any destructive actions (he can
still defend himself). Should the creature be attacked or injured, the
compulsion breaks.
Statistics:
Mind Control (Accessibility, IQ 6+ creatures only, -10%; Accessibility, Only to
calm down, -30%; Costs Fatigue, 1 FP, -5%; Emotion Control, -50%; Independent,
+70%; Psychic, -30%) [23].
Calm Spirit
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
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%; Costs Fatigue, 1 FP, -5%; Emotion Control, -50%; Independent, +70%;
Psychic, -30%) [10].
Charm
Keywords: Resisted (Will).
Full Cost: 58 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Unlimited.
Duration: 3 minutes.
You can charm a sapient subject you
can see or touch. 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 you win, your charmed subject
will obey your every command for 3 minutes. In effect, he temporarily gains the
Reprogrammable disadvantage (B150), with you as his master. You do not have to
maintain concentration to control the subject.
If you attempt to force the subject
to act against its principles (e.g., commit suicide or harm a loved one), roll
another Quick Contest. If the subject wins, it breaks free. Roll at the moment
of truth – you can march him to the edge of a cliff, but it doesn’t roll until it’s
about to leap.
If you lose, 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 on sapient beings, -10%; Costs Fatigue, 1 FP,
-5%; Fixed Duration, +0%; Independent, +70%; Psychic, -30%; Takes Extra Time 1,
-10%) [58].
Cognitive Block
Keywords: Resisted (Will).
Full Cost: 44 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 day.
You create a mental block in the sapient
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 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Costs Fatigue, 1 FP, -5%; 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%; Psychic, ‑30%) [44].
Coma
Keywords: Resisted (Will).
Full Cost: 48 points.
Casting Roll: Will.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited.
Duration: Instantaneous.
This spells induces a coma. The
victim collapses, profoundly unconscious, and will likely die in days unless
treated; see Mortal Conditions (p. B429). This spell can only affect sapient
creatures.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Coma, +250%; Costs Fatigue, 2 FP, -10%; Malediction 2, +150%; No
Signature, +20%; Psychic, -30%; Takes Extra Time 1, -10%) [48].
Command
Keywords: Resisted (Will).
Full Cost: 33 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 second.
Give a sapient subject one immediate
command – a word and a gesture, or at most two words – which the subject must obey.
If the subject is unable to fulfill the command immediately or on his next
turn, the spell has no effect. 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).
Examples:
“Drop it!” – the subject drops
whatever he was holding.
“Look!” – the subject looks in the direction
the caster indicates.
“Wait!” – the subject takes the Wait
maneuver on his next turn.
If you win, your charmed subject
will obey your command. If you attempt to force the subject to act against its
principles (e.g., commit suicide or harm a loved one), roll another Quick
Contest. If the subject wins, the spell has no effect.
If you lose, 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, At most two words, -20%; Accessibility, Only on
sapient beings, -10%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%;
Independent, +70%; Psychic, -30%; Reduced Duration, 1/180, -40%) [33].
Command Spirit (Type)
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.
You can mentally dominate spirits
you can see or touch. Each class of spirits (banshees, spectres, manitous,
etc.) requires its own spell. To use this ability, concentrate for one second
and then roll a Quick Contest: your IQ vs. your subject’s Will. Use the
following modifiers: Range penalties to the subject (see p. B550); -1 per slave
already under your control; +2 if you concentrate for a full minute, or +4 if
you concentrate for a full hour.
If you win, your victim will obey
your every command until you free him. In effect, he temporarily gains the
Reprogrammable disadvantage (p. B150), with you as his master. Your control
persists for as long as you take uninterrupted Concentrate maneuvers.
Once you stop, your control lingers
for one minute per point by which you won the Quick Contest. If you are
incapacitated (stunned, knocked out, etc.), or attempt to force the subject to
act against his principles (e.g., commit suicide or harm a loved one), roll
another Quick Contest. If your victim wins, he breaks free. Roll at the moment
of truth – you can march him to the edge of a cliff, but he doesn’t roll until
he’s about to leap.
If you lose, you cannot attempt to
control that subject again for 24 hours, and he feels a sense of mental
coercion emanating from you. On a critical failure, you also lose control of
anyone else under the influence of this ability!
Statistics:
Mind Control (Accessibility, Class of Spirits, -60%; Costs Fatigue, 1 FP, -5%;
Psychic, -30%) [10].
Communication
Keywords: None.
Full Cost: 23 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.
The caster can set up a two-way
conversation with another person. Range is theoretically unlimited, but the IQ
roll to cast this spell takes the range penalties given under Long-Distance Modifiers (p. B241). If
the caster cannot see or otherwise sense his subject, he has an additional
penalty: -1 for family, lovers, or close friends; -3 for casual friends and
acquaintances; or -5 for someone met only briefly.
If successful, each participant sees
an image of the other, allowing “real-time” conversation. If he does not wish
to speak with the caster, it’s a free action for him to mute the caster’s voice
to a whisper and reduce the caster’s image to a faint light. The caster may
maintain a connection with that subject for as long as he’d like. No further
rolls are normally required unless the range penalty worsens.
Others can join the “conference” at any
time – a new casting of the spell (by anyone involved) is required for each new
person to enter.
Statistics: Mind
Reading (Accessibility, Said words only, -20%; Link, +10%; Psychic, -30%;
Telecommunication, -20%) [12] + Telesend (Accessibility, Requires Words, -10%; Costs
Fatigue, 1 FP, -5%; Hearing-Based, -20%; Link, +10%; Psychic, -30%; Visible,
-10%) [11].
Compel Lie
Keywords: Resisted (Will).
Full Cost: 28 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.
The sapient subject becomes unable
to tell a truth, though he may keep silent or tell partial truths (this must be
roleplayed). The spell does not force him to volunteer incorrect information;
he merely cannot say anything he believes to be true.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Compel Lie, +30%; Fixed Duration,
+0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%) [28]. Note: “Compel Lie” is Compulsive Lying (No
Self-Control Roll, x2.5; Can keep silent, -20%) [-30].
Compel Truth
Keywords: Resisted (Will).
Full Cost: 26 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.
The sapient subject becomes unable
to lie, though he may keep silent or tell partial truths (this must be
roleplayed). The spell does not force him to volunteer information; he merely
cannot say anything he believes to be untrue.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Compel Truth, +10%; Fixed
Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%) [26]. Note: “Compel Truth” is Truthfulness (No
Self-Control Roll, x2.5; Can keep silent, -20%) [-10].
Compel Written Truth
Keywords: Resisted (Will).
Full Cost: 29 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 30 minutes.
The sapient subject becomes unable
to write a lie, though he may refuse
to write or write partial truths (this must be roleplayed). The spell does not
force him to volunteer information; he merely cannot write anything he believes
to be untrue.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Compel Written Truth, +5%; Extended
Duration, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%;
Psychic, -30%) [29]. Note: “Compel
Written Truth” is Truthfulness (No Self-Control Roll, x2.5; Can refuse to
write, -20%; Written Only, -40%) [-5].
Confuse Memory
Keywords: Resisted (Will).
Full Cost: 38 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Permanent.
This spell causes the subject’s
awareness of a single fact or event to become confused. Every time the subject thinks
or talks about the event, he will need to make a successful roll against Will
to be sure that what he remembers isn’t a dream, and to keep the details
consistent. This spell can only affect sapient creatures.
Statistics:
Affliction 1 (Will; Accessibility, One fact at a time, -10%; Accessibility,
Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%;
Disadvantage, Total Amnesia, +25%; Extended Duration, Permanent, +150%;
Limited, Inconsistency, -50%; Malediction 2, +150%; No Signature, +20%;
Psychic, -30%; Selective Effect, +20%) [38].
Confusion
Keywords: Area (Fixed).
Full Cost: 36 points for level 1 + 12
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Instantaneous.
You confuse sapient (IQ 6+) minds.
You can target any area within 100 yards and affect everyone within a 10-yard radius
– this is not selective and (unlike most Area spells) you cannot reduce the
area! Those in the area must roll a Fright Check, applying any Magic Resistance
as a bonus. Your victims get +1 per Fright Check after the first within 24
hours, and anyone who succeeds is immune to this spell for an hour. Use the
Confusion variant table from GURPS Powers,
page 85.
Each additional level of this spell
imposes -1 to the Fright Check. For example, with Terror 4, the subjects must
make Fright Checks at -3.
This spell is not Resisted; the
chance to succeed at the Fright Check takes the place of a normal resistance
roll.
Statistics:
Terror (Confusion; Accessibility, Only on sapient beings, -10%; Costs Fatigue,
1 FP, -5%; Presence, +25%; Psychic, -30%; Ranged, +40%) [36]. Additional levels
add -1 to the Fright Check [+12].
Control Person
Keywords: Resisted (Will).
Full Cost: 20 points.
Casting Roll: IQ.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 1 minute.
The caster can use all the victim’s
senses and control all the victim’s physical actions (the caster has no access
to the subject’s memories, skills, spells, etc.). The subject retains his
memory and wits and is aware of what is happening – though not of the caster’s
identity. The victim must be a sapient creature.
To control a creature, the caster
must concentrate for one second and physically touch him. The victim resists at
+5 if he is in combat with the caster or otherwise wary of him.
If the caster loses or ties, he is
mentally stunned for 1d seconds. In addition, he may never attempt to control
that subject again – he is “immune” to him. If the caster wins, he takes over his
victim’s body.
The caster remotely controls his victim
as if he were a puppet, leaving the caster’s original body in a trance. He may
choose to return to his body at any time, and must do so if his host falls
unconscious or dies (but not if he sleeps). As a result, he does not die if is
host dies.
The caster gains his new host’s ST,
DX, and HT (and secondary characteristics calculated from these scores), as well
as his physical advantages and disadvantages. He keeps his own IQ, Perception,
and Will, and all of his mental traits. The caster’s social traits may apply,
depending on the laws and values of his society. The caster’s IQ-, Perception-,
and Will-based skills are unchanged. Other skills remain at the same relative
skill level.
Statistics:
Possession (Accessibility, Only on sapient beings, -10%; Costs Fatigue, 2 FP,
-10%; Maximum Duration, 1 minute, -65%; No Memory Access, -10%; Psychic, -30%;
Subject remains aware, -10%; Telecontrol, +50%) [20].
Control Zombie
Keywords: Resisted (Will).
Full Cost: 13 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.
You can mentally dominate an undead
creature raised with the Zombie spell by some other wizard. You must be able to
see or touch the victim. To use this ability, concentrate for one second and
then roll a Quick Contest: your IQ vs. your subject’s Will. Use the following
modifiers: Range penalties to the subject (see B550); -1 per slave already
under your control; +2 if you concentrate for a full minute, or +4 if you concentrate
for a full hour.
If you win, your victim will obey
your every command until you free him. In effect, he temporarily gains the
Reprogrammable disadvantage (B150), with you as his master. Your control
persists for as long as you take uninterrupted Concentrate maneuvers.
Once you stop, your control lingers
for one minute per point by which you won the Quick Contest. If you are
incapacitated (stunned, knocked out, etc.), or attempt to force the subject to
act against his principles (e.g., commit suicide or harm a loved one), roll
another Quick Contest. If your victim wins, he breaks free. Roll at the moment
of truth – you can march him to the edge of a cliff, but he doesn’t roll until
he’s about to leap.
If you lose, you cannot attempt to
control that subject again for 24 hours, and he feels a sense of mental
coercion emanating from you. On a critical failure, you also lose control of
anyone else under the influence of this ability!
Your victims have no initiative
while under your control, and temporarily acquire Slave Mentality (B154).
Statistics:
Mind Control (Accessibility, Zombies Only, -50%; Cosmic, Affects zombies, +50%;
Costs Fatigue, 1 FP, -5%; Psychic, -30%; Puppet, -40%) [13].
Create Mindscape
Keywords: Resisted (Will).
Full Cost: 368 points for level 1 +
10 points/additional level
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
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 sapient 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; Accessibility, Only on sapient beings, -10%; Advantage, Create
Mindscape, +1,800%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Fixed
Duration, +0%; Link, +10%; Malediction 2, +150%; No Signature, +20%; Psychic,
-30%) [208] + Jumper (Pocket Dimension; Gyroscopic, +10%; Improved, +10%; Faster
Concentration 5, +50%; Link, +20%; No Settling, +10%; Projection, Can affect
the new world, -0%; Psychic, ‑30%) [160]. 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,
+50%; No Settling, +10%; Projection, Can affect the new world, -0%) [180].
Crushing Despair
Keywords: Area (Fixed).
Full Cost: 36 points for level 1 + 12
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Instantaneous.
You cause sapient creatures to
experience crushing despair. You can target any area within 100 yards and
affect everyone within a 10-yard radius – this is not selective and (unlike
most Area spells) you cannot reduce the area! Those in the area must roll a
Fright Check, applying any Magic Resistance as a bonus. Low Self-Image gives -3
to the check and to all Will rolls to
recover. Chronic Depression similarly gives -2 for a self-control number of
(15), -4 for (12), -6 for (9), and -8 for (6). Your victims get +1 per Fright
Check after the first within 24 hours, and anyone who succeeds is immune to
this spell for an hour. Use the Despair variant table from Pyramid #3-92, page 29.
Each additional level of this spell
imposes -1 to the Fright Check. For example, with Terror 4, the subjects must
make Fright Checks at -3.
This spell is not Resisted; the
chance to succeed at the Fright Check takes the place of a normal resistance
roll.
Statistics:
Terror (Despair; Accessibility, Only on sapient beings, -10%; Costs Fatigue, 1
FP, -5%; Presence, +25%; Psychic, -30%; Ranged, +40%) [36]. Additional levels
add -1 to the Fright Check [+12].
Daze
Keywords: Resisted (Will).
Full Cost: 30 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.
You daze the sapient subject for 3
minutes. If the subject is standing, it remains upright, but can do nothing. If
the subject is struck, slapped, or shaken, it recovers on its next turn. After
that the subject is stunned (p. B420) and may roll vs. Will once
per second to recover.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Costs Fatigue, 1 FP, -5%; Daze, +50%; Fixed Duration, +0%; Malediction 2,
+150%; No Signature, +20%; Psychic, ‑30%) [30].
Death Vision
Keywords: Resisted
(Will).
Full Cost: 24 points for level 1 + 8 points/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
The subject sees a vivid apparition of his own death. This might be a
vision of the future or a false vision from another possible future – but it is
always chilling. You can target any creature within 10 yards. Roll a Quick
Contest of Will with your subject. If you win, roll 3d for the result, as
usual, but add your margin of victory instead of his margin of failure. Your
victim gets +1 per Fright Check after the first within 24 hours. If a victim
succeeds at his Fright Check, he will be unaffected by your Death Vision for
one hour. Each additional level of this spell imposes ‑1 to the Fright Check. For example,
with Death Vision 4, the subjects must make Fright Checks at ‑3.
This spell can also be useful to the subject, by pointing out a possibly
deadly hazard.
Statistics: Terror (Active, +0%; Costs Fatigue,
1 FP, -5%; Nuisance Effect, Sometimes can warn the subject, -10%; Presence,
+25%; Psychic, -30%) [24]. Additional levels add ‑1 to the Fright
Check [+8].
Death Ward
Keywords: Buff.
Full Cost: 24 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.
The subject becomes immune to death
curses. This includes death spells, direct-damage Necromantic magic (Burning
Death, Rotting Death, etc.), and elixirs of Death (GURPS Magic, p. 215), plus non-magical equivalents such as
Afflictions enhanced with Coma or Heart Attack, when they’re chi, divine,
psionic, or spirit abilities, or something similar.
Statistics:
Affliction 1 (HT; Advantage, Death Ward, +100%; Costs Fatigue, 1 FP, -5%; Extended
Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No
Signature, +20%; Psychic, -30%) [24]. Note:
“Death Ward” is Immunity to Death Curses [10].
Demand Offering
Keywords: Resisted (Will).
Full Cost: 23 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 second.
The sapient 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 on sapient beings, -10%; Accessibility, Only
to force to give an item the subject is holding, -40%; Costs Fatigue, 1 FP,
-5%; Fixed Duration, +0%; Independent, +70%; Psychic, -30%; Reduced Duration,
1/180, -40%) [23].
Deja Vu
Keywords: Resisted (Will).
Full Cost: 28 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: One second.
This spell creates a compulsion in
the sapient 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 on sapient beings, -10%; Accessibility, Only to
repeat actions, -30%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%;
Independent, +70%; Psychic, -30%; Reduced Duration, 1/180, -40%) [28].
Detect Mindscape
Keywords: Information.
Full Cost: 4 or 9 points.
Casting Roll: Per. Use IQ for
analysis.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.
With the basic (4-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 (9-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; Costs Fatigue, 1 FP, -5%; Psychic, -30%) [4]. The improved version
adds Precise (+100%) [+5].
Detect Psychic Significance
Keywords: Information.
Full Cost: 4 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
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; Costs Fatigue, 1 FP, -5%; Psychic, -30%; Touch- or
Vision-Based, -15%; Vague, -50%) [4].
Detect Scrying
Keywords: Information.
Full Cost: 3 or 8 points.
Casting Roll: Per.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.
With the basic (3-point) version of
this spell, you can immediately sense all nearby scrying or remote sensors,
sorted by the direction to each one. The GM will roll against your Per (plus Talent),
minus the range penalty to the nearest sensor, and inform you if you succeed.
This will detect the presence of a scrying effect and will tell you the
direction to the point from which the scryer is viewing you.
The improved (8-point) version of
this spell works as above, except that you know the precise location of each scrying
or remote sensor. 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 (Remote Viewing; Cannot Analyze, -10%; Costs Fatigue, 1 FP, -5%;
Psychic, -30%) [3]. The improved version adds Precise (+100%) [+5].
Detect Undead
Keywords: Information.
Full Cost: 3 or 8 points.
Casting Roll: Per.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.
With the basic (3-point) version of
this spell, you can immediately sense all nearby undead creatures, sorted by
the direction to each one. The GM will roll against your Per (plus Talent),
minus the range penalty to the nearest undead creature, and inform you if you
succeed.
The improved (8-point) version of
this spell works as above, except that you know the precise location of each undead
creature. 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 (Undead; Cannot Analyze, -10%; Costs Fatigue, 1 FP, -5%; Psychic, -30%)
[3]. The improved version adds Precise (+100%) [+5].
Discord
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 32 points for level 1 + 5
points/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 minute.
Every sapient (IQ 6+) being in the
area when the spell is cast must resist or be overcome with hostility. In
effect, they acquire the Bully (9) (p. B125) and Intolerance (Total)
disadvantages (p. B148).
The basic (34-point) version of this
spell covers a two-yard radius. For each additional 5 points, you may double
this radius; e.g., four yards for 39 points, 8 yards for 44 points, or 16 yards
for 49 points. The GM must determine the maximum level allowed; 128 yards is
recommended. You may always choose to affect a lesser area.
Statistics:
Affliction 1 (Will; Accessibility, Only sapient beings, -10%; Area Effect, 2
yards, +50%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Bully
(9), +20%; Disadvantage, Intolerance (Total), +10%; Fixed Duration, +0%;
Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Reduced Duration, 1/3,
-10%; Variable Area, +5%) [32]. Additional levels add Area Effect (+50%) [+5].
Disorient
Keywords: Resisted (Will).
Full Cost: 36 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Permanent until restored.
The sapient subject loses his
bearings. He will not immediately feel lost, but as soon as it becomes necessary
to remember the path he has taken, or remember his position relative to a
landmark, he will draw a blank. Subjects with Absolute Direction resist at +5.
The subject can regain his bearings in the usual fashion (Navigation roll,
back-tracking, comparing notes, etc.)
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Total Amnesia (Only about the
location, -80%), +5%; Extended Duration, Permanent, +150%; Malediction 2,
+150%; No Signature, +20%; Nuisance Effect, Can be restored normally, -40%;
Psychic, ‑30%) [36].
Dispel Possession
Keywords: Resisted (Will or spell).
Full Cost: 10 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.
Attempts to reverse the effects of any
Soul Rider, Control, Possession spell (or any similar spells or ability). Treat
the resistance roll as for Dispel Magic (see GURPS Thaumatology: Sorcery, p. 21).
Statistics:
Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Costs
Fatigue, 1 FP, -5%; Interruption, -50%; One Power, Possession, -50%; Precise,
+20%; Psychic, -30%; Ranged, +40%) [10].
Divination
Keywords: Information.
Full Cost: 43 or 93 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 10 minutes (basic) or
1 second (improved).
Range: Touch.
Duration: Instantaneous.
You receive a vision about the
subject’s future, tailored toward the question you ask or topic you specify. If
the subject is not yourself, he must be within reach when the spell is cast. You
may ask a general question that affects many people (e.g., “Will the tsunami
hit our coast?”) as long as least one of those people is present. In all cases,
the GM may apply penalties if he feels that the topic in question is not
something with a fixed answer – such as the outcome of an upcoming battle –
particularly if the PCs will be using this information to influence it! (If so,
he should divulge this penalty to the sorcerer’s player, who may then decide
whether it’s worth casting the spell.)
In all cases, the GM is not obliged
to give a straightforward answer; this spell produces a vision, which may
require some interpretation. The margin of success should determine the clarity
of the vision and how easy it is to interpret.
The basic (43-point) version of this
spell requires 10 minutes to cast! The improved (93-point) version requires
only the usual one or two seconds.
Statistics:
Precognition (Active Only, -60%; Directed, +100%; Psychic, -30%; Reduced
Fatigue Cost 1, +20%; Reliable 8, +40%) [43]. The improved version adds Reduced
Time 10 (+200%) [+50].
Dream Projection
Keywords: None.
Full Cost: 12 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Unlimited.
Duration: Indefinite.
The caster can set up a two-way
conversation with a sleeping person. Range is theoretically unlimited, but the
IQ roll to cast this spell takes the range penalties given under Long-Distance Modifiers (p. B241). If
the caster cannot see or otherwise sense his subject, he has an additional
penalty: -1 for family, lovers, or close friends; -3 for casual friends and
acquaintances; or -5 for someone met only briefly.
If successful, the caster projects
his presence into the subject’s dreams to converse with him, allowing “real-time”
conversation. If the subject does not wish to speak with the caster, he can
break the spell with a successful Dreaming roll. Once broken, no further
contact is possible that night. The caster may maintain a connection with that
subject for as long as he’d like. No further rolls are normally required unless
the range penalty worsens.
Statistics: Mind
Reading (Accessibility, Only on sleepers, -20%; Accessibility, Projected
thoughts only, -20%; Immediate Preparation Required, 1 minute, -30%; Increased
Immunity 3, -30%; Link, +10%; Psychic, -30%; Telecommunication, -20%) [6] + Telesend
(Accessibility, Only on sleepers, -20%; Costs Fatigue, 1 FP, -5%; Immediate
Preparation Required, 1 minute, -30%; Increased Immunity 3, -30%; Link, +10%; Psychic,
-30%; Visible, -10%) [6].
Dream Search Keywords: Resisted (higher of Will and Dreaming).
Full Cost: 8 points.
Casting Roll: IQ or Dreaming.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch or Unlimited (see text).
Duration: Instantaneous.
This spell, when cast on a sleeping subject, searches the subject’s mind to find deep thoughts and knowledge of things the subject is not thinking about at the moment. In effect, the caster can force the subject to answer any one specific question that he can answer with a brief sentence. To attempt a search, the caster must first either touch his subject or be present in the subject’s dream via Dream Visit or Dream Travel or a similar spell or ability. He must also share a language with the subject.
If the casting is successful, the caster brings out the answer from the subject’s mind, but also alters the subject’s dream so that the answer is shown to the subject as well. This way, the subject may remember being interrogated by this spell with a successful Dreaming roll. The answer is what the subject believes to be true – if he doesn’t know, the caster will know that. If the casting has failed, the caster may try again, at a cumulative -2 per repeated attempt to ask the same (or very similar) question in the past hour. Should he critically fail, he cannot search that person again for 24 hours.
This spell may be used to ask as many questions as the caster wishes, but each question is a new casting.
Statistics: Mind Probe (Accessibility, Only on sleepers, -20%; Costs Fatigue, 1 FP, -5%; Nuisance Effect, Causes a vivid dream, -5%; Psychic, -30%) [8].
Dream Sending
Keywords: None.
Full Cost: 6 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Unlimited.
Duration: Instantaneous.
You can send a message (up to 1
minute long) over a long distance as a dream vision to the subject. The message
is seen in dream-symbols by the subject, who must roll vs. IQ-5 or a skill such
as Fortune-Telling (Dream Interpretation) (p. B196) to interpret it correctly.
The margin of success of the roll indicates how well the message is understood.
Use of the Dreaming skill by the subject could distort or obliterate the
message (GM’s discretion).
Range is theoretically unlimited,
but the IQ roll to use this spell takes the range penalties given under Long-Distance Modifiers (B241). If you
cannot see or otherwise sense your subject, you have an additional penalty: -1 for
family, lovers, or close friends; -3 for casual friends and acquaintances; or
-5 for someone met only briefly.
Statistics:
Telesend (Accessibility, Only on sleepers, -20%; Costs Fatigue, 1 FP, -5%; Immediate
Preparation Required, 1 minute, -30%; Nuisance Effect, Must be interpreted,
-10%; Psychic, ‑30%) [6].
Dream Viewing
Keywords: Resisted (Will).
Full Cost: 6 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Unlimited.
Duration: Indefinite.
The caster can view his sleeping subject’s
dreams. If he is experiencing a nightmare, the GM may require a Will roll to
avoid stunning – or perhaps even a Fright Check! The caster must be able to see
or touch the subject to view his dreams. Modify the casting roll for range
penalties to the subject (see p. B550).
The caster can maintain this spell
for as long as he wishes without further concentration. If he switches to
another person, he must stop viewing his current subject’s dreams and roll a
Quick Contest with the new subject.
If he loses, he may try again, at a cumulative
-2 per repeated attempt on that subject in the past hour. Should he critically
fail, he cannot view that person’s dreams again for 24 hours.
Statistics:
Mind Reading (Accessibility, Only on sleepers, -20%; Costs Fatigue, 1 FP, -5%;
Immediate Preparation Required, 1 minute, -30%; Psychic, -30%; Sensory Only,
-20%) [6].
Dream Visit Keywords: None.
Full Cost: 20 points.
Casting Roll: IQ. Special casting time (see below).
Cost: 1 FP.
Casting Time: 1 minute.
Range: Self.
Duration: Instantaneous.
You project your mind into the Region of Dreams. On a success, you mentally move into the Region of Dreams, where your subconscious mind shapes a dreamscape for you. Alternatively, if you were touching a sleeping creature when casting this spell, you may project your mind into that creature’s dreamscape. In any case, your body is left unconscious and helpless until you return. You do not bring any equipment with you. You may “clothe” yourself as you wish, but it offers no protection.
Statistics: Jumper (World; Immediate Preparation Required, 1 minute, -30%; Improved, +10%; Limited Access, ‑20%; Naked, -30%; Projection, -0%; Psychic, -30%) [20].
Note: The Improved enhancement removes the auto-fail on 14+.
Drunkenness
Keywords: Resisted (Will).
Full Cost: 26 points or 27 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.
You intoxicate the sapient subject
for 3 minutes. The basic (26-point) version makes the subject tipsy. He gets -1
to DX and IQ, and -2 to self-control rolls except those to resist Cowardice. Reduce
Shyness by one level, if he has it. The improved (27-point) version makes the
subject drunk. He gets -2 to DX and IQ, and -4 to self-control rolls except
those to resist Cowardice. Reduce Shyness by two levels, if he has it.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 2, +150%; No
Signature, +20%; Psychic, ‑30%; Tipsy, +10%) [26]. The improved
version replaces Tipsy, +10% with Drunk, +20% [+1].
Echoes of the Past
Keywords: Information.
Full Cost: 32 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Indefinite.
When cast on a wall, floor, or
inanimate object, this spell “plays back” whatever sounds it may have “heard” in
the past. The casting 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 three years ago, ‑4 if up to 30 years
ago, ‑5 if up to 300 years ago, and so on.
On a failure, the sorcerer receives no playback at all, and cannot attempt to
cast Echoes of the Past on that object or place again for 24 hours.
This is also a Knowledge spell.
Statistics: Psychometry
(Accessibility, Sound Only, ‑30%; Active Only, ‑20%; Affects Others, +50%; Immediate Preparation Required, 1 minute,
-30%; Immersive, +100%; Nuisance Effect, Audible, ‑10%; Psychic, -30%; Sensitive, +30%) [32]. Notes: Nuisance Effect, Audible, ‑10% is priced the same as Visible, ‑10%. Affects Others makes it so others can hear the playback of the
spell. This affects any number of nearby subjects without requiring the usual
multiple levels of that trait. This is a fair trade-off since this ability is
so limited. The spell lacks Environmental, Sound-transmitting mediums, ‑10% because if there is no sound-transmitting medium, then it is
unlikely that the subject has “heard” anything, making the limitation
pointless.
Ego Whip
Keywords: Resisted (Will).
Full Cost: 38 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
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.
Statistics:
Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Low Self-Image, +10%; Extended
Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No
Signature, +20%; Psychic, ‑30%) [398].
Emotion Control
Keywords: Resisted (Will).
Full Cost: 58 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 30 minutes.
Instills the sapient subject with
any one emotion the caster chooses. There is no “game system” effect unless the
GM feels it necessary, but subjects should roleplay it! Allowed emotions
include anger, boredom, depression, disgust, fear, greed, hate, jealousy, joy,
love, lust, patriotism, peace, sadness, and unrest.
Statistics:
Mind Control (Accessibility, Only on sapient beings, -10%; Costs Fatigue, 1 FP,
-5%; Emotion Control, -50%; Extended Duration, 10x, +40%; Independent, +70%;
Psychic, -30%) [58].
Emotive Block
Keywords: Buff.
Full Cost: 43 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.
This spell grants the sapient
subject Indomitable (p. B60) and Unfazeable (p. 95).
Statistics:
Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Emotive
Block, +300%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [43].
Note: “Emotive Block” is Indomitable
[15] + Unfazeable [15].
Enslave
Keywords: Resisted (Will).
Full Cost: 108 points.
Casting Roll: IQ.
Cost: 4 FP.
Casting Time: 1 hour.
Range: Unlimited.
Duration: Permanent.
You can mentally enslave a sapient subject
you can see or touch. 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 you win, your charmed subject
will obey your every command. In effect, he gains the Reprogrammable
disadvantage (p. B150), with you as his master. You do not have to maintain
concentration to control the subject.
If you attempt to force the subject
to act against its principles (e.g., commit suicide or harm a loved one), roll
another Quick Contest. If the subject wins, it breaks free. Roll at the moment
of truth – you can march him to the edge of a cliff, but it doesn’t roll until it’s
about to leap.
If you lose, you cannot attempt to
control that subject again for 24 hours, and he feels a sense of mental
coercion emanating from you.
The caster can also establish a
mental link with his slave by taking an All-Out Concentrate maneuver and making
an IQ roll. This allows him to send verbal orders to his slave. Range is
theoretically unlimited, but the IQ roll to establish the link takes the range
penalties given under Long-Distance
Modifiers (p. B241). If the caster cannot see or otherwise sense his slave,
he has an additional -1 penalty.
If successful, the slave hears the
caster’s voice but may not respond. The caster can also tap into his slave’s
senses. This lets him experience everything the slave experiences. If he is
tortured, knocked out, or killed, the GM may require a Will roll to avoid stunning
– or perhaps even a Fright Check! The caster may maintain a connection with
that subject for as long as he’d like. No further rolls are normally required unless
the range penalty worsens.
Statistics:
Mind Control (Accessibility, Only on sapient beings, -10%; Costs Fatigue, 4 FP,
-20%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Immediate
Preparation Required, 1 hour, -75%; Independent, +70%; Psychic, -30%) [93] + Mind
Reading (Accessibility, Only with slaves, -50%; Link, +10%; Psychic, -30%;
Sensory Only, -20%; Telecommunication, -20%) [6] + Telesend (Accessibility,
Only with slaves, -50%; Link, +10%; Psychic, -30%) [9].
Entrap Spirit
Keywords: Area (Leveled), Obvious.
Full Cost: 55 points for level 1 + 25
points/additional level (or more).
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Cost: 3 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Indefinite.
The sorcerer conjures a ward that
repels (or at least slows) all spirits. This ward must be cast on a watertight
sealed container, chamber, or building, and does not extend beyond it. Thus,
the affected object must be fully within the area of effect. Any spirit wishing
to cross the barrier may try to force its way through it as a free action (one
attempt per turn): the foe rolls thrust damage and if this overcomes the Entrap
Spirit’s DR, it gets through. This dispels the ward. If another creature from
without opens the container or chamber, the ward dispels. Slams and collisions
with the ward inflict their usual damage for the purpose of breaking through,
but the collider takes no damage, as the dome absorbs kinetic force.
The ward gives DR against all attacks
made by spirits.
By default, Entrap Spirit provides DR
10. However, more potent versions are available that multiply DR and full cost (actually
112.5 before rounding) by the same amount:
DR
|
Full Cost
|
10
|
55 points for level 1 + 25
points/additional level
|
20
|
110 points for level 1 + 50
points/additional level
|
30
|
165 points for level 1 + 75
points/additional level
|
50
|
275 points for level 1 + 100
points/additional level
|
100
|
550 points for level 1 + 125
points/additional level
|
Statistics:
Damage Resistance 10 (Accessibility, Only on watertight containers, -40%; Affects
Others, +50%; Area Effect, 2 yards, +50%; Costs Fatigue, 3 FP, -15%; Force
Field, +20%; Limited, Spirits, -60%; Psychic, -30%; Ranged, +40%; Terminal
Condition, Opening the container, -10%; Variable, Area, +5%) [55]. Additional
levels increase Area Effect (+50%) [+25]. More powerful versions multiply DR by
2, 3, 5, or 10. Notes: “Does not
damage those colliding with it” is a 0-point special effect of DR with Affects
Others, Area Effect, and Force Field.
Euphoria
Keywords: Resisted (Will).
Full Cost: 28 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.
The sapient subject experiences
euphoria. While under effects of this spell, the subject has a -3 penalty to all
DX, IQ, skill, and self-control rolls.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Costs Fatigue, 1 FP, -5%; Euphoria, +30%; Fixed Duration, +0%;
Malediction 2, +150%; No Signature, +20%; Psychic, -30%) [28].
Exchange Bodies
Keywords: Resisted (Will).
Full Cost: 65 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Indefinite.
The caster can move his
consciousness from body to body. In theory, he could live forever this way,
moving from dying bodies to healthy ones. However, he cannot survive outside a living
host. Should his current body die, he will die! Thus, he must keep his current
host alive.
To possess a creature, the caster
must concentrate for one second and physically touch him. The victim resists at
+5 if he is in combat with the caster or otherwise wary of him.
If the caster loses or ties, he is
mentally stunned for 1d seconds. In addition, he may never attempt to possess
that subject again – he is “immune” to him. If the caster wins, he takes over his
victim’s body, and his host’s mind moves into the caster’s previous body – in
effect, the caster and the victim “trade places.” The caster can remain swapped
indefinitely, though the GM may charge him character points if he decides to
retain an “upgraded” body – see Mind
Transfer (p. B296) for more.
The caster gains his new host’s ST,
DX, and HT (and secondary characteristics calculated from these scores), as well
as his physical advantages and disadvantages. He keeps his own IQ, Perception,
and Will, and all of his mental traits. The caster’s social traits may apply,
depending on the laws and values of his society. The caster’s IQ-, Perception-,
and Will-based skills are unchanged. Other skills remain at the same relative
skill level.
The caster has no access to the
victim’s memories.
Statistics:
Possession (Costs Fatigue, 1 FP, -5%; Mind Swap, +10%; No Memory Access, -10%;
Psychic, -30%) [65].
Explode Head
Keywords: Resisted (Will).
Full Cost: 33 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.
This spell causes incredible
pressure to build in the target’s head; this spell works only on a sapient,
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 sapient, material targets with a
head, ‑15%; Based on Will, +20%; Costs
Fatigue, 1 FP, -5%; Disadvantage, Secondary Fragile (Enhanced Unnatural), +25%;
Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Secondary Heart
Attack, +60%) [33]. 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.
False Memory
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ. Use IQ (again) or
Brainwashing to add the disadvantage.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Three days.
You can implant a temporary false
memory in the sapient subject’s mind, adding him the Delusions (see p. B130)
disadvantage. 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. You must then win a second Quick Contest of IQ vs. Will – or make another
unopposed IQ roll, for a willing subject. You may substitute Brainwashing for
IQ, if better. You are at -1 per full -5 points of disadvantages applied.
Statistics:
Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only
to add Delusions, -40%; Conditioning Only, -50%; Costs Fatigue, 1 FP, -5%; Fixed
Duration, +0%; Psychic, -30%) [10].
Far-Feeling
Keywords: None.
Full Cost: 55 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Indefinite.
You can displace your touch to a
point outside your body. This “viewpoint” must be a specific location within 10
yards. Your ability is reflexive. You can initiate it as a free action and
change viewpoints as quickly as you can shift your gaze.
To cast this spell, pick the desired
viewpoint (which can be inside something) and its facing, and then make an IQ
roll. You need to concentrate for a minute and make a IQ-5 roll if your desired
viewpoint is out of sight.
On a success, you can use your touch
as if you were physically present at the viewpoint. You can touch the
environment around your body while using your ability. You can still only pay attention
to one touch. At the start of each turn in combat, state whether you’re giving
priority to your natural touch or your remote one. All tasks that depend on the
touch you aren’t prioritizing – including Sense rolls – are at -4.
If you are using or subjected to range-dependent
abilities (e.g., spells), calculate all ranges from your body, not your
viewpoint. You can maintain Far-Feeling for as long as you like.
On failure by 1, your touch goes to some
other viewpoint of the GM’s choosing. On any greater failure, nothing happens
at all. Critical failure cripples your ability for 1d hours.
You can return your displaced touch,
move it elsewhere, or change its facing as a free action. A viewpoint inside a
moving object (e.g., a car) will move with that object with no special
concentration on your part.
Statistics:
Clairsentience (Aware, +50%; Clairtangence, -70%; Costs Fatigue, 1 FP, -5%;
Fixed Range, -5%; Psychic, -30%; Second Nature, +70%) [55]. Notes: Clairtangence is taken from Ravens N’
Pennies blog post.
Far-Hearing
Keywords: None.
Full Cost: 12 points for level 1 + 5.5
points/additional level*.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Indefinite.
The sorcerer can clearly hear any
conversation (or any other sound) that they can see the point of origin of with
their unaided eyes, receiving no range penalties. In addition, the sorcerer can
hear through solid objects totaling no more than 6” of thickness per level of
this spell.
Statistics: Long-Range
Hearing 2 (No Penalties; Link, +10%; Psychic, -30%; Vision-Based, Reversed, ‑20%) [6] + Penetrating Hearing 1 (Costs Fatigue, 1 FP, -5%; Link, +10%; Psychic, -30%; Vision-Based, Reversed, ‑20%) [6]. Additional levels add more levels of
Penetrating Hearing [+5.5*]. Notes: Penetrating Hearing is a
hearing-based variant of Penetrating Vision (p. B74). Long-Range Hearing is
made by applying two levels of the Long-Range enhancement (GURPS Powers,
p. 108) to hearing, per Normal Senses and Modifiers (GURPS Powers:
Enhanced Senses, p. 9).
* Calculate the total cost and then round
down (because the base ability costs just 11.5 points before rounding). Level 2
costs 17 points, level 3 costs 23 points, level 4 costs 28 points, level 5
costs 34 points, and so on.
Far-Tasting
Keywords: None.
Full Cost: 55 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Indefinite.
You can displace your taste to a
point outside your body. This “viewpoint” must be a specific location within 10
yards. Your ability is reflexive. You can initiate it as a free action and
change viewpoints as quickly as you can shift your gaze.
To cast this spell, pick the desired
viewpoint (which can be inside something) and its facing, and then make an IQ
roll. You need to concentrate for a minute and make a IQ-5 roll if your desired
viewpoint is out of sight.
On a success, you can use your taste
as if you were physically present at the viewpoint. You can taste the
environment around your body while using your ability. You can still only pay attention
to one taste. At the start of each turn in combat, state whether you’re giving
priority to your natural taste or your remote one. All tasks that depend on the
taste you aren’t prioritizing – including Sense rolls – are at -4.
If you are using or subjected to range-dependent
abilities (e.g., spells), calculate all ranges from your body, not your
viewpoint. You can maintain Far-Tasting for as long as you like.
On failure by 1, your taste goes to some
other viewpoint of the GM’s choosing. On any greater failure, nothing happens
at all. Critical failure cripples your ability for 1d hours.
You can return your displaced taste,
move it elsewhere, or change its facing as a free action. A viewpoint inside a
moving object (e.g., a car) will move with that object with no special
concentration on your part.
Statistics:
Clairsentience (Aware, +50%; Clairgustance, -70%; Costs Fatigue, 1 FP, -5%;
Fixed Range, -5%; Psychic, -30%; Second Nature, +70%) [55]. Notes: Clairgustance is taken from Ravens N’
Pennies blog post.
Fascinate
Keywords: Resisted (Will).
Full Cost: 35 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.
Holds the subject (a sapient being) motionless
and unaware of the passage of time as long as the caster maintains eye contact
and concentration.
Statistics:
Affliction 1 (Will; Accessibility, Sapient beings only, -10%; Based on Will,
+20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 2, +150%; No
Signature, +20%; Nuisance Effect, Have to maintain eye contact, -15%;
Paralysis, Variant, +150%; Psychic, -30%; Requires Concentrate, -15%;
Vision-Based, -20%) [35].
Fear
Keywords: Resisted (Will).
Full Cost: 3 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 1 minute.
The caster can radiate an aura of
fear. Every sapient creature he wishes to affect resists with Will, at a bonus
based on their distance from the caster (use the bonus under Size on the Size and Speed/Range Table,
p. B550). If a subject resists, the caster has his attention, but he reacts
normally. Those the caster chooses not to affect see nothing special about the
caster.
Anyone who fails rolls on the
Reaction Table (p. B560) with a +3 bonus – or the caster can add +3 to an
Influence Roll (p. B359) against that person. All other modifiers, such as situational
modifiers, apply. This bonus can be used only
in situations where threats are effective (such as potential combat
situations). In other situations, it may even provide a -3 penalty!
Statistics: Charisma
3 (Accessibility, Only on sapient beings, -10%; Accessibility, Only in
situations where threats are effective, -35%; Costs Fatigue, 1 FP, -5%;
Nuisance Effect, May provide a penalty in inappropriate situations, -15%;
Psychic, -30%; Requires Will vs. Will Roll, -15%; Selective Area, +20%; Short-Range
2, -20%) [3].
Final Rest
Keywords: Buff.
Full Cost: 39 points.
Casting Roll: IQ. Use DX or unarmed
combat skills to hit.
Cost: 1 FP.
Casting Time: 8 seconds.
Range: Touch.
Duration: Truly Permanent.
When cast on a dead body, this spell renders the subject immune to all Necromantic
magic, if the caster makes a successful IQ roll. The spirit of the deceased
cannot be summoned, nor can the body be animated (or Resurrected). It has no
physical effect on the body. The spell may be cast at any time after the
subject dies, but the IQ roll has a penalty for the time gap between the
casting and the subject’s death. Use Long-Distance
Modifiers (p. B241) and substitute “days” for “miles”. This spell takes 8
or 9 seconds to cast instead of 1 or 2 seconds.
This spell has no effect on a living person, and will not affect the
undead who have already risen. In many settings, this spell is an intrinsic
part of funeral rites, and may be restricted to the clergy. In other settings,
this spell is unnecessary; ordinary nonmagical funeral rites are sufficient to
safeguard the dead from necromancy.
It is usually assumed that this spell functions by sending the soul of
the deceased from the mortal plane into the presence of their deity. Some,
however (usually members of one death-cult or another), believe that this spell
works by destroying the disembodied spirits of the dead!
Statistics:
Affliction 1 (HT; Accessibility, Only on corpses, -40%; Advantage, Final Rest,
+10%; Cosmic, Can affect the dead, +50%; Costs Fatigue, 1 FP, -5%; Melee
Attack, Reach C, -30%; No Signature, +20%; Psychic, -30%; Requires IQ Roll,
-10%; Takes Extra Time 3, -30%; Time-Spanning, Past, +50%; Truly Permanent,
+300%) [39]. Note: “Final Rest” is
Covenant of Rest (Also prevents resurrection) [1].
Find Direction
Keywords: Information.
Full Cost: 1 point.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.
Tells the caster which direction is North.
Alternately, it can tell which way his home is. Note that no one can have more
than one true home, and a wanderer may have none!
Statistics: Accessory
(Compass; Costs Fatigue, 1 FP, -5%; Psychic, -30%) [1].
Foolishness
Keywords: Resisted (Will).
Full Cost: 30 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.
The sapient victim suffers temporary
IQ loss equal to your margin of victory (maximum -10). Lower all skills and
spells based on IQ by a like amount. IQ reductions also apply to Will and Perception.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Attribute
Penalty, IQ-10, +100%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed
Duration, +0%; Malediction 2, +150%; No Signature, +20%; Penalty cannot exceed
margin of victory, -50% Psychic, ‑30%) [30].
Foretelling
Keywords: Information.
Full Cost: 10 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.
When faced with a number of alternatives, and no logical way to choose among them, you can cast this spell. The GM makes a secret IQ + Talent roll, with a bonus equal to the number of “good” choices and a penalty equal to the number of “bad” choices. On a success, he steers you to a good choice; on a critical success, he tells you the best choice. On a failure, he gives you no information; on a critical failure, he steers you toward a bad choice. The GM can modify this as he sees fit for other situations where Intuition might logically help. Only one casting per question is allowed.
The GM should never allow Foretelling to short-circuit an adventure. The spell should not give an obvious answer, but may lead the caster to a good clue, if the obvious answer would break the adventure. GMs who don’t think they can control Foretelling should not allow it in their games.
Statistics: Intuition (Costs Fatigue, 1 FP, -5%; Psychic, -30%) [10].
Forgetfulness
Keywords: Resisted (Will).
Full Cost: 32 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 30 minutes.
You cause the sapient subject to
forget one fact and the fact for 30 minutes.
Statistics:
Affliction 1 (Will; Accessibility, One fact at a time, -10%; Accessibility,
Only on sapient beings, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%;
Disadvantage, Total Amnesia, +25%; Extended Duration, 10x, +40%; Malediction 2,
+150%; No Signature, +20%; Psychic, -30%; Selective Effect, +20%) [32].
Foster Hatred
Keywords: Resisted (Will).
Full Cost: 42 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: One day.
This spell causes the 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.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 1,000x, +120%; Malediction
2, +150%; No Signature, +20%; Psychic, -30%; Variable Enhancement, +50%) [42]. Note: Variable Enhancement provides +10%
of enhancements (+100%) but is limited by “Accessibility, Only for Intolerance”
(-50%) for a net +50%.
Garble
Keywords: Resisted (Will).
Full Cost: 25 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Three minutes.
The subject (a living, sapient being) becomes
unable to make meaningful sounds; everything comes out completely garbled. This
may greatly hinder spellcasters who require incantations, troop commanders
giving orders, or mid-speech political figures.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient
beings, -10%; Accessibility, Only on living
beings, ‑10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Cannot Speak, +15%; Fixed
Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%) [25].
Gentle Repose
Keywords: Buff.
Full Cost: 27 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 1 day.
This spell prevents the subject from
rotting. When cast on a corpse, it can preserve it until the burial. When cast
on a living creature, this spell makes it immune to Rotting Death and similar
effects.
Statistics:
Affliction 1 (HT; Advantage, Gentle Repose, +50%; Costs Fatigue, 1 FP, -5%; Extended
Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No
Signature, +20%; Psychic, -30%) [27]. Note:
“Gentle Repose” is Immunity to Rot [5].
Ghost Weapon
Keywords: Weapon Buff.
Full Cost: 32 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Three minutes.
This spell allows the weapon to
affect ghosts and other insubstantial beings, as if it had the Affects
Insubstantial enhancement (B102).
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Ghost Weapon,
+240%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D, 10x,
+15%; No Signature, +20%; Psychic, -30%) [32]. Note: “Ghost Weapon” is 24 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11) as it has no Magical
limitation.
Ghost Whip
Keywords: Obvious.
Full Cost: 11 points.
Casting Roll: None. Use Force Whip
to hit.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.
While this spell is active, a whip
of ghostly evanescence appears in your hand. Every attack (keep in mind that
only the All-Out Attack maneuver can be used) 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%; Costs
Fatigue, 1 FP, -5%; Disarming, +20%; Extra Reach, 1-4, Ready maneuver
necessary, +90%; Flexible, +30%; Intangible, +50%; Psychic, -30%; Single, -20%;
Swing-Capable, +20%; Unbalanced, -30%) [11].
Gift of Letters
Keywords: Buff.
Full Cost: 29 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.
For the duration, the subject is
literate in one written language, chosen when you cast the spell. You do not
have to be literate in the language – in fact, this is an excellent way to get
around that problem! However, the GM is within rights to declare certain
languages “secret” or “lost” and thus unavailable unless you first learn the
language (to at least Broken) legitimately.
Statistics:
Affliction 1 (HT; Advantage, Gift of Letters, +150%; Costs Fatigue, 1 FP, -5%;
Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%;
No Signature, +20%; Psychic, -30%) [29]. Note:
“Gift of Letters” is Cosmic Power 3 (Limited, One Written Language, -50%) [15].
Gift of Tongues
Keywords: Buff.
Full Cost: 29 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.
For the duration, the subject speaks
and understands one spoken language, chosen when you cast the spell. You do not
have to speak the language – in fact, this is an excellent way to get around that
problem! However, the GM is within rights to declare certain languages “secret”
or “lost” and thus unavailable unless you first learn the language (to at least
Broken) legitimately.
Statistics:
Affliction 1 (HT; Advantage, Gift of Tongues, +150%; Costs Fatigue, 1 FP, -5%;
Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%;
No Signature, +20%; Psychic, -30%) [29]. Note:
“Gift of Tongues” is Cosmic Power 3 (Limited, One Spoken Language, -50%) [15].
Hallucination
Keywords: Resisted (Will).
Full Cost: 29 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 minute.
The sapient subject hallucinates (p.
B429) for 1 minute. After that the subject is stunned (p. B420) and may roll vs. Will once per second to recover.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Hallucinating, +50%;
Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Reduced Duration, 1/3,
-10%) [29].
Glib Tongue
Keywords: Resisted (Will).
Full Cost: 3 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 1 minute.
The caster can mystically make anything
he says be what the sapient subject wants to hear. Whatever the caster says,
even total gibberish, will find hearty agreement. However, the caster won’t
have a clue what the target thinks he’s saying... GMs may give up to +3 on
reaction rolls, depending on how cleverly the PC roleplays this. Everyone he
wishes to affect resists with Will, at a bonus based on their distance from the
caster (use the bonus under Size on the
Size and Speed/Range Table, p. B550). If a subject resists, the caster have
his attention, but he hears what he wants to hear from the caster.
Anyone who fails rolls on the
Reaction Table (p. B560) with a +3 bonus – or the caster can add +3 to an
Influence Roll (p. B359) against that person. All other modifiers, such as
situational modifiers, apply.
Statistics: Charisma
3 (Accessibility, Only on sapient beings, -10%; Costs Fatigue, 1 FP, -5%;
Nuisance Effect, Caster is unaware of what he is saying, -20%; Psychic, -30%; Requires
Will vs. Will Roll, -15%; Selective Area, +20%; Short-Range 2, -20%) [3].
Great Geas
Keywords: Resisted (Will).
Full Cost: 53 points.
Casting Roll: Will.
Cost: 3 FP.
Casting Time: 1 minute.
Range: Unlimited.
Duration: Permanent (until
fulfilled).
Give a sapient subject a command to
do one specific thing. It can even be something a person could not feasibly,
realistically accomplish; “destroy every tree in the world” would be valid.
If the subject fails to resist, he
must make this command his first priority at all times. He is free to decide
how to go about it, however, and may approach the situation intelligently;
e.g., rather than grabbing an axe, he could contact a temp agency to hire a
small army of woodcutters. In effect, he has an Obsession (p. B146) with no
self-control roll.
Once the subject accomplishes the
goal, the geas ends. The only way to remove the geas before then is with Remove
Curse (GURPS Thaumatology: Sorcery,
p. 21); Dispel Magic (GURPS Thaumatology:
Sorcery, p. 21) has no effect.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 3 FP, -15%; Extended
Duration, Permanent, +150%; Immediate Preparation Required, 1 minute, -30%; Malediction
2, +150%; No Signature, +20%; Psychic, -30%; Variable Enhancement, +125%) [53].
Note: Variable Enhancement provides
+13% of enhancements (+250%) but is limited by “Accessibility, Only for
Obsession with no self-control roll” (-50%) for a net +125%.
Great Hallucination
Keywords: Resisted (Will).
Full Cost: 34 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.
The caster can hijack a sapient
subject’s senses, controlling what he sees, hears, smells, etc. If the caster
wins a Quick Contest of IQ vs. the subject’s Will (using normal range
penalties), he can feed him any images he wishes. The subject might see himself
stranded on a cliff side, in a crowded city street, in the middle of a lake,
etc. The only limits are the fiendishness of the caster’s imagination and the
judgment of the GM. The caster doesn’t control his subject’s thoughts, however;
the subject may choose to act on what he believes were his last correct sensory
impressions (at -10 to any actions if he can’t see the real world).
This spell requires constant
concentration. When the caster stops, the subject regains his senses
immediately. The caster can affect more than one person at once, but he is at
-1 for every subject already under his control.
Statistics:
Illusion (Accessibility, Only on sapient beings, -10%; Costs Fatigue, 1 FP,
-5%; Mental, +100%; Psychic, -30%; Short-Range 2, -20%) [34].
Halt Undead
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 40 points for level 1 + 5
points/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 6 seconds.
Undead creatures in the area are
paralyzed. Each undead creature resists with a Quick Contest of Will. You can
omit any creatures from the effect.
Statistics:
Affliction 1 (Will; Accessibility, Undead Only, -50%; Area Effect, 2 yards,
+50%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%;
Malediction 2, +150%; No Signature, +20%; Paralysis, +150%; Psychic, -30%;
Reduced Duration, 1/30, -30%; Selective Area, +20%) [40]. Additional levels add
Area Effect (+50%) [+5].
Hide Emotion
Keywords: Buff.
Full Cost: 49 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 3 minutes.
The sapient subject’s current
emotional state becomes impossible to discern. This always includes the following: Body Language, Detect Lies,
Criminology, Interrogation, and Psychology on you, as well as some Influence
skills when the GM thinks understanding the subject’s emotional state would be
important. It also includes uses of Empathy or Sensitive and similar traits.
Statistics:
Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Hide
Emotion, +400%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D,
10x, +15%; No Signature, +20%; Psychic, -30%) [49]. Note: “Hide Emotion” is Obscure 10 (Emotions; Defensive, +50%; No
Area of Effect, -50%; Stealthy, +100%) [40].
Hide from Undead
Keywords: Buff.
Full Cost: 46 or 54 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.
You make the subject invisible to
undead. The subject still makes noise, leaves footprints, and has a scent – and
anything the subject is carrying (up to the Medium encumbrance) becomes
invisible too. The subject gets a +9 to Stealth in any situation where being
seen would matter, if he is carrying no more than his Medium encumbrance.
Undead creatures using paranormal remote
viewing (crystal balls, Clairvoyance, etc.) cannot see the subject if the
subject would be invisible to their normal vision. Paranormal abilities that
detect enemies, life, and so on non-visually can still see the subject.
Invisibility only works against
electromagnetic vision (which encompasses ordinary vision, Infravision,
Ultravision, and radar). The subject does not cast a shadow and doesn’t show up
in mirrors.
The basic (46-point) version of this
spell ends if the subject attacks any undead creature. For purposes of this
spell, an attack includes any spell targeting a foe or whose area or effect
includes a foe. Exactly who is a foe depends on the invisible character's
perceptions. Actions directed at unattended objects do not break the spell.
Causing harm indirectly is not an attack. Thus, an invisible being can open
doors, talk, eat, climb stairs, summon monsters and have them attack, cut the
ropes holding a rope bridge while enemies are on the bridge, remotely trigger
traps, open a portcullis to release attack dogs, and so forth. If the subject
attacks directly, however, it immediately becomes visible along with all its
gear. The improved (54-point) version of this spell eliminates this limitation.
Statistics:
Affliction (Advantage, Hide from Undead, +320%; Costs Fatigue, 1 FP, -5%;
Extended Duration, x10, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%;
No Signature, +20%; Psychic, -30%) [46]. “Hide from Undead” is Invisibility (Accessibility,
Undead Only, -50%; Can Carry Objects, Medium, +50%; Dispels after an attack,
-20%) [32]. The improved version removes the Dispels after an attack limitation
from the advantage [+8].
Hide Thoughts
Keywords: Buff.
Full Cost: 49 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 3 minutes.
The sapient subject’s mind becomes
impossible to read and control.
Statistics:
Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Hide
Thoughts, +300%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D,
10x, +15%; No Signature, +20%; Psychic, -30%) [49]. Note: “Hide Thoughts” is Immunity to Mind Control [30].
Hideous Laughter
Keywords: Resisted (Will).
Full Cost: 27 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.
You cause the sapient subject to
laugh uncontrollably for 3 minutes. He is at -3 to DX and -1 to IQ, and cannot use
Stealth.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Costs Fatigue, 1 FP, -5%; Coughing, Variant, +20%; Fixed Duration, +0%;
Malediction 2, +150%; No Signature, +20%; Psychic, ‑30%) [27].
History
Keywords: Information.
Full Cost: 5 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Instantaneous.
When cast on any inanimate object (or
a 1-yard-radius section of a large object), History lets the caster determine
the recent past of that object, user’s personality, and so on – but no names!
To cast History, you must touch the
subject item or location, 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 1 year ago.
On a success, you receive the
general sense of emotions and events tied to the object or place. 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, ghostly haunt, or
ritual site 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 or place again for 24 hours.
Statistics: Psychometry
(Accessibility, Limited to 1 year in the past, -20%; Active Only, -20%; Costs
Fatigue, 1 FP, -5%; Immediate Preparation Required, 1 minute, -30%; Psychic,
-30%; Sensitive, +30%) [5].
Illuminated Writing
Keywords: None.
Full Cost: 6 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.
When the caster reads a written
work, whatever he reads comes to life in his head as if he were experiencing
with all his senses. He is an observer, not a participant, so this is not
dangerous, but can still call for a Fright Check. The caster does not read the words, but only
experiences the writing, so he might not remember many exact wordings after
he’s done with the book. Modify the casting roll for range penalties to the book
(see p. B550). The caster must know the language of the book he is
experiencing.
Any self-study that is performed with
the aid of Illuminated Writing counts as twice as much study time as usual; any
Research rolls are made at +3.
The caster can maintain this spell
for as long as he wishes without further concentration. If he switches to
another book, he must stop reading his current book and cast the spell again.
If he fails to cast, he may try
again, at a cumulative -2 per repeated attempt on that book in the past hour.
Should he critically fail, he cannot experience that book again for 24 hours.
Statistics:
Mind Reading (Accessibility, Only on books, -50%; Costs Fatigue, 1 FP, -5%;
Psychic, -30%; Sensory Only, -20%; Vision-Based, Variant, -20%) [6].
Images of the Past
Keywords: Information.
Full Cost: 31 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Indefinite.
When cast on a mirror or reflective surface, this spell “plays back” whatever images it may have “seen” in the past.
To cast Images of the Past, you must touch the subject item or location, 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.
A successful use of this spell gives you an actual “replay” of events. On a failure, you receive no impressions at all, and cannot attempt to read that object or place again for 24 hours.
Statistics: Psychometry (Accessibility, Must be cast on a reflective surface, -20%; Accessibility, Visual Only, -10%; Active Only, -20%; Affects Others, +50%; Costs Fatigue, 1 FP, -5%; Immediate Preparation Required, 1 minute, -30%; Immersive, +100%; Psychic, -30%; Sensitive, +30%; Visible, -10%) [31]. Notes: Affects Others makes it so others can see the playback of the spell. This affects any number of nearby subjects without requiring the usual multiple levels of that trait. This is a fair trade-off since this ability is so limited.
Impart Skill
Keywords: Buff.
Full Cost: 25 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.
The spell enchants an object to that
it gives a specific skill at a specific level to the user. This must be a skill
the caster knows. Spells cannot be granted this way. The caster can impart the
equivalent of 4 character points (e.g., if he imparts a Hard skill, the user
would be able to use it at IQ+0). The user does not benefit, if he has more points
in the skill than the caster.
Statistics:
Affliction 1 (HT; Accessibility, Objects Only, -10%; Advantage, Impart Skill,
+120%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration,
+0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [25]. Note: “Impart Skill” is Cosmic Power 4 (Accessibility,
Cannot have relative skill level better than the caster, -10%; Accessibility,
Only when using the object, -10%; Limited, One Skill, -40%) [12].
Impression Blocker
Keywords: Buff.
Full Cost: 57 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 minute.
Range: 100 yards.
Duration: 1 day.
Seeker (GURPS Magic, p. 105) and related spells require an object
associated with the item or person sought in order to work. This spell enchants
a container so that it allows people to carry items without them becoming
“associated” with the carrier.
An object in a closed blocker
container retains the impressions it had when the container was shut. If removed,
handled briefly, and replaced, the object will acquire a very faint impression
of the handler, but it won’t be enough for a Seeker spell unless the handler
does so once a day for decades.
Statistics:
Affliction 1 (HT; Accessibility, Only on containers, -20%; Advantage, Impression
Blocker, +400%; Costs Fatigue, 1 FP, -5%; Extended Duration, 1,000x, +120%; Fixed
Duration, +0%; Immediate Preparation Required, 1 minute, -30%; Increased 1/2D,
10x, +15%; No Signature, +20%; Psychic, -30%) [57]. Note: “Impression Blocker” is Obscure 10 (Impressions; Defensive,
+50%; No Area of Effect, -50%; Stealthy, +100%) [40].
Incorporeal Chains
Keywords: Resisted (DX).
Full Cost: 74 points/level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
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%; Costs Fatigue, 1 FP, -5%;
Engulfing, +60%; Insubstantial Only, -30%; Malediction 2, +150%; No Signature,
+20%; Psychic, -30%) [74/level].
Inflict Pain
Keywords: Resisted (Will).
Full Cost: 30 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 minute.
The 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%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 2, +150%; No
Signature, +20%; Psychic, -30%; Reduced Duration, 1/3, -10%; Terrible Pain,
+60%; Variable, +5%) [30].
Insignificance
Keywords: Buff.
Full Cost: 34 points for level 1 + 20 points/level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.
It becomes easy for the subject to blend in. The subject’s face is hard to pick out or remember. They get +5 per level of the spell to Shadowing in crowds, while others have -5 per level of the spell to rolls made to recognize them from a lineup or mug shots – or even to recall meeting them!
Statistics: Affliction 1 (HT; Advantage, Insignificance 1, +200%; Costs Fatigue, 1 FP, -5%; Extended Duration, x10, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [34]. Additional levels add more Insignificance to the Advantage enhancement (+190%) [+20]. Note: Each level of “Insignificance” is Obscure 5 (Memory; Defensive, +50%; No Area of Effect, -50%; Stealthy, +100%) [20].
Intellect Fortress
Keywords: None.
Full Cost: 5 points/ level.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 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. Unlike other psychic spells, this spell does not require you to always use All-Out
Concentrate.
Statistics:
Damage Resistance 2 (Costs Fatigue, -5%; Limited, Mental, -40%;
Malediction-Proof, +0%; Psychic with no All-Out, -5%) [5/level].
Irresistible Dance
Keywords: Resisted (Will).
Full Cost: 33 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 15 seconds.
The sapient subject feels an
undeniable urge to dance and begins doing so, complete with foot shuffling and
tapping. The spell effect makes it very hard for the subject to do anything
other than caper and prance in place. The subject can move at half of his Move,
defends at -4, and is at -4 to DX and IQ. He automatically fails any action
that requires a Concentrate maneuver. At the end of the dance, the subject
loses 1 FP.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 2, +150%; No
Signature, +20%; Reduced Duration, 1/10, -20%; Psychic, -30%; Seizure, Variant,
+100%) [33].
Keen Hearing
Keywords: Buff.
Full Cost: 15 points for level 1 + 2
points/additional level*.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.
See GURPS Sorcery: Sound Spells, p. 7. Can only affect sapient beings.
Statistics:
Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Keen
Hearing 1, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [15].
Additional levels add further Keen Hearing to the Advantage enhancement (+20%)
[+2*]. Notes: Each level of “Keen
Hearing” is Acute Hearing 1 [2].
Keen Taste and Smell
Keywords: Buff.
Full Cost: 11 points for level 1 + 2
points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.
You grant the sapient subject a
bonus to Taste and Smell equal to the level of this spell for 30 minutes.
Statistics:
Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Keen
Taste and Smell, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [15].
Additional levels add further Keen Taste and Smell to the Advantage enhancement
(+20%) [+2]. Note: Each level of “Keen
Taste and Smell” is Acute Taste and Smell 1 [2].
Keen Touch
Keywords: Buff.
Full Cost: 15 points for level 1 + 2
points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.
You grant the sapient subject a
bonus to Touch equal to the level of this spell for 30 minutes.
Statistics:
Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Keen
Touch, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [15].
Additional levels add further Keen Touch to the Advantage enhancement (+20%) [+2].
Note: Each level of “Keen Touch” is Acute
Touch 1 [2].
Keen Vision
Keywords: Buff.
Full Cost: 115 points for level 1 + 2
points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.
You grant the subject a bonus to
Vision equal to the level of this spell for 30 minutes.
Statistics:
Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Keen
Vision, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [15].
Notes: Additional levels add further Keen Vision to the Advantage enhancement
(+20%) [+2]. Note: Each level of “Keen
Vision” is Acute Vision 1 [2].
Knockout
Keywords: Resisted (Will).
Full Cost: 43 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 15 seconds.
The sapient subject is knocked
unconscious for 15 seconds (see Incapacitating
Conditions, p. B428). After that the subject is stunned (p. B420) and may
roll vs. HT once per second to recover.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 2, +150%; No
Signature, +20%; Psychic, -30%; Reduced Duration, 1/10, -20%; Unconsciousness,
+200%) [43].
Know Location
Keywords: Information.
Full Cost: 1 point.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.
Gives the caster a reasonable idea of
his geographical location (to within a couple of miles). This will be expressed
in terms of the nearest named features that the caster has heard of (if in
doubt as to whether or not the caster has heard of the feature, the GM should
roll against the caster’s Area Knowledge). For example, “You are in Bangkok,
roughly 100 meters north of Siam Paragon.”
Statistics: Accessory
(GPS; Costs Fatigue, 1 FP, -5%; Psychic, -30%) [1].
Know True Shape
Keywords: Information.
Full Cost: 3 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.
Determines whether the subject is
under any kind of Shapeshifting spell or similar magical effect, including
Alter Visage, Alter Body, and illusions. 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. If the sorcerer is familiar with the shapeshifting effects
in question, this will reveal them. Otherwise, the GM will use the margin of
success to determine how much information to give the sorcerer.
Statistics:
Detect (Shapeshifters; Costs Fatigue, 1 FP, -5%; Psychic, -30%; Vision-Based, -20%)
[3].
Lend Language
Keywords: Buff.
Full Cost: 28 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.
Subject gains a language (sapient creatures
only) at the caster’s comprehension level or Accented – whichever is less. The
caster must know the language in question.
Statistics:
Affliction 1 (HT; Accessibility, Sapient Creatures Only, -10%; Advantage, Lend
Language, +150%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [28].
Note: “Lend Language” is Cosmic Power
4 (Limited, One Known Language, -50%) [15].
Lend Skill
Keywords: Buff.
Full Cost: 28 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.
Subject (sapient creatures only)
gains a single skill the caster knows. Spells cannot be granted this way. The
caster can lend the equivalent of 4 character points (e.g., if he lends a Hard
skill, the subject would know it at IQ+0). The subject cannot have more points
in the skill than the caster.
Statistics:
Affliction 1 (HT; Accessibility, Sapient Creatures Only, -10%; Advantage, Lend
Skill, +150%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [28].
Note: “Lend Skill” is Cosmic Power 4
(Accessibility, Subject cannot have relative skill level better than the
caster, -10%; Limited, One Skill, -40%) [15].
Lesser Geas
Keywords: Resisted (Will).
Full Cost: 47 points.
Casting Roll: Will.
Cost: 3 FP.
Casting Time: 1 minute.
Range: Unlimited.
Duration: Permanent (until
fulfilled).
See GURPS Thaumatology:
Sorcery, p. 21. Can only affect sapient beings.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 3 FP, -15%; Extended
Duration, Permanent, +150%; Immediate Preparation Required, 1 minute, -30%;
Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Variable Enhancement,
+65%) [47]. Note: Variable Enhancement
provides +13% of enhancements (+130%) but is limited by “Accessibility, Only
for Obsession with no self-control roll” (-50%) for a net +65%.
Lesser Zombie
Keywords: None.
Full Cost: 8 points.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Indefinite, see text.
The caster touches a corpse that had ST 5 or less, IQ 6 or less, and SM -2 or less and animates it. The nature and condition of the corpse determines the nature of the undead creature produced. The animated corpse becomes an undead servant of the caster.
If the undead is destroyed, the summoner must wait a full day to call replacements. Dismissing the undead is a free action, but you may only dismiss him if he is physically present. You can only cast this spell if your character’s point total is at least 4 times bigger than the undead creature’s.
Unlike most spells with an Indefinite duration, this spell drains FP at a rate of 1 FP per hour, not minute.
Statistics: Ally (Lesser Zombie; Built on 25%; Constantly, no roll required; Adjustable, Small Class, Cannot provide information, +50%; Conjured, +100%; Minion, +0%; Psychic, -30%; Requires a body, -20%) [8].
Loyalty
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ. Use IQ (again) or
Brainwashing to add the disadvantage.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Three days.
You can temporarily make the sapient
subject your loyal friend, adding him the Sense of Duty (Caster) (see p. B153)
disadvantage. 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. You must then win a second Quick Contest of IQ vs. Will – or make another
unopposed IQ roll, for a willing subject. You may substitute Brainwashing for
IQ, if better.
Statistics:
Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only
to add Sense of Duty (Caster), -50%; Conditioning Only, -50%; Costs Fatigue, 1
FP, -5%; Fixed Duration, +0%; Psychic, -30%) [10].
Lure
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 115 points for level 1 +
25 points/additional level.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 hour.
Each sapient being who steps within
this spell’s area of effect feels compelled to approach the center of the
affected region. The GM should roll the creature’s resistance in secret and
then tell the unlucky victim that he “feels curious about the chest” or some
such subtle hint. Once the victim has reached the center, he is immune to the
spell until he leaves the affected area (if he returns, he will once again be
“attacked” by the spell).
If the subject resists, he cannot be
affected by this spell again within 24 hours.
Statistics:
Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only
to compel the subject to reach the center, -60%; Area Effect, 2 yards, +50%;
Costs Fatigue, 1 FP, -5%; Extended Duration, 30x, +60%; Fixed Duration, +0%;
Independent, +70%; Nuisance Effect, Ends as soon as completed, -5%; Persistent,
+40%; Psychic, -30%; Rationalization, +20%) [115]. Additional levels add Area
Effect (+50%) [+25].
Madness
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ. Use IQ (again) or
Brainwashing to add the disadvantages.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Three days.
You can cause the sapient subject to
temporarily go insane, adding him the appropriate disadvantages (for example,
Berserk, Bestial, Chronic Depression, Confused, Delusions, Flashbacks,
Paranoia, Phantom Voices, Phobia, etc.). 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. You must then win a second
Quick Contest of IQ vs. Will – or make another unopposed IQ roll, for a willing
subject. You may substitute Brainwashing for IQ, if better. You are at -1 per
full -5 points of disadvantages applied.
Statistics:
Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only
to cause insanity, -20%; Conditioning Only, -50%; Costs Fatigue, 1 FP, -5%; Fixed
Duration, +0%; Psychic, -30%) [10].
Mass Inflict Pain
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 36 points for level 1 + 5
points/additional level.
Casting Roll: Will.
Cost: 2 FP.
Casting Time: 2 seconds.
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%; Costs Fatigue, 2 FP, -10%; Fixed Duration,
+0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Reduced Duration,
1/3, -10%; Selective Area, +20%; Takes Extra Time 1, -10%; Terrible Pain, +60%;
Variable, +5%) [36]. Additional levels add Area Effect (+50%) [+5].
Mass Sleep
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 45 points for level 1 + 5
points/additional level.
Casting Roll: Will.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited.
Duration: 3 minutes.
Sapient creatures in the area fall
asleep for 3 minutes, if they fails a Will roll. After this, they can be woken
normally, but they will not necessarily wake up right away, especially if
already tired. Upon awakening, each subject is stunned (p. B420) and may roll vs. Will once per second to recover. You 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%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%;
Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Selective Area, +20%;
Sleep, +150%; Takes Extra Time 1, -10%) [45]. Additional levels add Area Effect
(+50%) [+5].
Mass Suggestion
Keywords: Area (Leveled), Resisted
(Will).
Full Cost: 80 points for level 1 +
25 points/additional level.
Casting Roll: IQ.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited.
Duration: 9 minutes.
You can send silent telepathic
commands to sapient subjects in an area. You can give him a simple command to
all subjects that failed to resist; see the Suggest skill (p. B191) for
guidelines. Any order that goes against a subject’s values or sense of
self-preservation triggers another resistance roll, possibly at a bonus. The
suggestion only lasts as long as the spell lasts. You can only give the same
command to the whole group.
The subjects remembers everything they
did, but they are convinced that they chose to do so. They will react to behavior
too bizarre to be rationalized by pushing it out of their mind and not thinking
about it. Hypnotism, Psychology, and Telepathy can be used to eventually bring
out the truth.
If you tie or lose, the subjects can
sense coercion coming from you. In addition, you cannot try to affect them
again within 24 hours.
Statistics:
Mind Control (Accessibility, Only on sapient beings, -10%; Area Effect, 2
yards, +50%; Costs Fatigue, 2 FP, -10%; Extended Duration, 3x, +20%; Fixed
Duration, +0%; Independent, +70%; Psychic, -30%; Rationalization, +20%;
Suggestion, -40%; Takes Extra Time 1, -10%) [80]. Additional levels add Area
Effect (+50%) [+25].
Mass Zombie
Keywords: None.
Full Cost: 9/12/15/18 points for levels 1-4,
+9 points/additional level.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Indefinite, see text.
The caster animates corpses in an area with a
radius equal to (spell level^2)*10 yards. The nature and condition of the
corpse in question determines the nature of the undead creature produced. An
animated corpse becomes an undead servant of the caster. The zombies can only
be commanded as a group; individual members of the horde cannot be given
separate tasks. The caster has a cap on the number of undead creatures under
his control.
Spell
Level
|
Maximum
Horde Size
|
Spell
Cost
|
1
|
10
|
9
|
2
|
20
|
12
|
3
|
50
|
15
|
4
|
100
|
18
|
+1
|
x10
|
+9
|
If the undead horde is destroyed, the summoner must wait a full day to call replacements. Dismissing the undead is a free action, but you may only dismiss him if he is physically present. A zombie’s point value should not be higher than 5% of the summoner’s point value.
Unlike most spells with an Indefinite duration, this spell drains FP at a rate of 1 FP per hour, not minute.
Statistics: Ally (Zombie Horde; Built on 50%; Group Size, 6-10; Constantly, no roll required; Accessibility, Group Control Only, -15%; Adjustable, Small Class, Cannot provide information, +50%; Conjured, +100%; Minion, +0%; Psychic, -30%; Requires bodies, -20%) [9]. Additional levels increase the maximum ally group size, as per p. B37.
Materialize
Keywords: Resisted (Will).
Full Cost: 30 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.
This spell temporarily makes an intangible being visible, if it is
normally invisible to beings in the physical world.
Statistics:
Affliction 1 (Will; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed
Duration, +0%; Malediction 2, +150%; Negated Advantage, Invisibility
(Substantial Only, -10%), +36%; No Signature, +20%; Psychic, ‑30%) [30].
Measurement
Keywords: Information.
Full Cost: 2 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
Tells the caster any one of the
following things about the subject: (a) its weight; (b) its measurements in all
dimensions; (c) its area; (d) its volume, or other parameters. This spell will
provide information in the native system of the caster, be that pounds, grams, or
stones about the size of your head. The measurement is as precise as the caster
can comprehend.
Statistics: Cosmic
Power 1 (Costs Fatigue, 1 FP, -5%; Limited, Only Measuring Accessories, -60%;
Psychic, -30%; Requires IQ Roll, -10%) [2].
Memorize
Keywords: Buff.
Full Cost: 10 points.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: 30 seconds.
All that the caster perceives at the time of casting (and for 30 seconds thereafter) is implanted perfectly in his memory, as if he had Photographic Memory (p. B51). The spell can be used to memorize maps, faces, an event, etc. It cannot be used to learn a skill or to retain a magically borrowed one.
The memory lingers perfectly for a day. After that, check IQ every day, at a cumulative -1 per day. On a critical success, the memory becomes permanent; on an ordinary success, the memory is still there. On an ordinary failure, the memory fades to the level that the caster would normally have of the event; on a critical failure, a false memory is created (still susceptible to eventual fading).
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Memorize, +100%; Costs Fatigue, 1 FP, -5%; Psychic, -30%; Reduced Duration, 1/6, -15%) [10]. Note: “Memorize” is Photographic Memory [10].
Mental Barrier
Keywords: None.
Full Cost: 3.2 points/ level.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 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). Unlike other psychic
spells, this spell does not require
you to always use All-Out Concentrate.
Statistics: Mind
Shield 1 (Always On, -10%; Costs Fatigue, 1 FP, -5%; Psychic with no All-Out,
-5%) [3.2/level].
Mental Stun
Keywords: Resisted (Will).
Full Cost: 25 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.
You project psychic white noise at your
sapient target, stunning him. Roll a Quick Contest between of Will between the
sorcerer and his target, penalized by the range between them. Mind Shield adds
to resistance against this spell. If the sorcerer wins, the target suffers
mental stun. On subsequent turns, he can recover normally by making an
unpenalized IQ roll.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Costs Fatigue, 1 FP, -5%; Malediction 2, +150%; No Signature, +20%;
Psychic, -30%) [25].
Mind over Matter
Keywords: Resisted (DX).
Full Cost: 34 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 minute.
The sapient subject becomes able to
see the outcome of his physical actions an instant before undertaking them. If
he’s quick-witted, this lets him make corrections, effectively altering reality
with his mind. If he isn’t, the visions merely distract him! For all purposes,
the subject’s Perception replaces his Dexterity for the spell’s duration. This
affects skills, Basic Speed, active defenses, Basic Move, resistances –
everything.
Statistics:
Affliction 1 (DX; Accessibility, Only on sapient beings, -10%; Advantage, Mind
over Matter, +100%; Based on DX, +20%; Costs Fatigue, 1 FP, -5%; Fixed
Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Reduced
Duration, 1/3, -10%) [34]. Note:
“Mind over Matter” is Cosmic Power 1 (Limited, One Attribute Substitution
(DX->Per) Perk, -40%; Reflexive, +40%) [10].
Mind-Killer
Keywords: Resisted (Will).
Full Cost: 392 points.
Casting Roll: Will.
Cost: 5 FP.
Casting Time: 2 seconds.
Range: Unlimited.
Duration: 1 minute.
This spell can slay any living
creature with a mind (IQ 1+). It coerces the subject to will his own death.
A subject who fails to resist submits
to the spell and is overcome with terrible pain (-6 penalty to all DX, IQ,
skill, and self-control rolls). Over the next minute, he can resist again each
second. Victory here doesn’t end the spell but merely staves off harm; each loss
drains 1 HT. If HT ever reaches 0, the victim gives up and dies on the spot. If
the spell ends without killing its victim – whether due to luck or magical aid
– the subject returns to full HT and suffers no lasting ill effects.
General countermagic – such as
Counterspell or Dispel Magic – is ineffective, but this spell can be ended
prematurely with Remove Curse.
Statistics:
Affliction 1 (Will; Accessibility, Only on living IQ 1+ beings, -10%; Attribute
Penalty, HT-1, +5%; Based on Will, +20%; Costs Fatigue, 5 FP, -25%; Cumulative,
+400%; Cyclic, 1 second interval, 60 seconds, can be dispelled by Remove Curse,
+3,000%; Fixed Duration, +0%; Link, +10%; Malediction 2, +150%; No Signature,
+20%; Psychic, -30%; Reduced Duration, 1/3, -10%; Takes Extra Time 1, -10%)
[362] + Affliction 1 (Will; Accessibility, Only on living IQ 1+ beings, -10%;
Based on Will, +20%; Fixed Duration, +0%; Link, +10%; Malediction 2, +150%;
Psychic, -30%; Reduced Duration, 1/3, -10%; Takes Extra Time 1, -10%; Terrible
Pain, +80%) [30].
Mind-Reading
Keywords: Resisted (Will).
Full Cost: 20 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.
The caster can read the subject’s
surface thoughts. The caster must be able to see or touch the subject to read
his thoughts. Modify the casting roll for range penalties to the subject (see
p. B550).
If the caster wins, he can “hear” the
subject’s surface thoughts as a voice in his head. Received thought comes at
the speed of speech. If the caster does not understand the language, or if his subject
isn’t sapient, he only picks up feelings, images, and general intent.
The caster can maintain this spell
for as long as he wishes without further concentration. If he switches to
another person, he must stop reading his current subject and roll a Quick
Contest with the new subject.
If he loses, he may try again, at a cumulative
-2 per repeated attempt on that subject in the past hour. Should he critically
fail, he cannot read that person again for 24 hours.
Statistics:
Mind Reading (Costs Fatigue, 1 FP, -5%; Psychic, -30%) [20].
Mind-Search
Keywords: Resisted (Will).
Full Cost: 13 points.
Casting Roll: IQ or Interrogation.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch or Unlimited (see
text).
Duration: Instantaneous.
Search a subject’s mind to find deep
thoughts and knowledge of things the subject is not thinking about at the
moment. In effect, the caster can force the subject to answer any one specific question
that he can answer with a brief sentence. To attempt a search, the caster must
first either touch his subject or successfully read his mind with Mind-Reading
or a similar spell or ability. He must also share a language with the subject.
If the casting is successful, the
caster rips the answer from the subject’s mind. The answer is what the subject
believes to be true – if he doesn’t know, he’ll tell the caster. If the casting
has failed, the caster may try again, at a cumulative -2 per repeated attempt
to ask the same (or very similar) question in the past hour. Should he
critically fail, he cannot search that person again for 24 hours.
This spell may be used to ask as many
questions as the caster wishes, but each question is a new casting.
Statistics:
Mind Probe (Costs Fatigue, 1 FP, -5%; Psychic, -30%) [13].
Mind-Sending
Keywords: None.
Full Cost: 20 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.
The caster transmits thoughts
directly to the subject’s mind. The subject receives the caster’s thoughts even
if he lacks this ability. Range is theoretically unlimited, but the IQ roll to cast
this spell takes the range penalties given under Long-Distance Modifiers (p. B241). If the caster cannot see or
otherwise sense his subject, he has an additional penalty: -1 for family,
lovers, or close friends; -3 for casual friends and acquaintances; or -5 for
someone met only briefly.
The caster can send words at the
speed of ordinary speech or pictures at the speed at which he could draw them. After
casting this spell, no concentration is required. The caster can maintain
multiple contacts, but the IQ roll is at a cumulative -1 per contact after the
first
Statistics:
Telesend (Costs Fatigue, 1 FP, -5%; Psychic, -30%) [20].
Mind-Whip
Keywords: Resisted (Will).
Full Cost: 18 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.
You can deliver a no-frills
telepathic stab to a sapient creature (IQ 6+), causing actual damage. If the
subject fails to resist, he takes damage equal to your margin of victory
(maximum 10 points)! DR does not protect against this damage.
Statistics:
Toxic Attack 10 points (Accessibility, Only on sapient beings, -10%; Costs
Fatigue, 1 FP, -5%; Damage cannot exceed margin of victory, -50%; Malediction
2, +150%; No Signature, +20%; Psychic, -30%) [18].
Mindlessness
Keywords: Resisted (Will).
Full Cost: 37 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.
Reduces the sapient subject’s IQ to
1 temporarily, reducing him to babbling idiocy. The subject cannot cast or maintain
spells, use skills, talk, or other actions determined by the GM. The subject
can walk, laugh, cry, drool, eat with his hands, react to heat and cold, etc.
He has a very short attention span and notices only colors, pretty things,
movement, and other things that a baby would be curious about. If the subject
has IQ 15 or more, he is immune to this spell.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; All-or-Nothing,
-10%; Attribute Penalty, IQ-13, +130%; Based on Will, +20%; Costs Fatigue, 1
FP, -5%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%;
Psychic, ‑30%) [37].
Mindlink
Keywords: None.
Full Cost: 12 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
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 All-Out 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 (Costs Fatigue, 1 FP, -5%; Full Communion, +20%; Melee Attack, Reach
C, -30%; Psychic, -30%; Requires Concentrate, -15%) [12].
Mindscape Door
Keywords: None.
Full Cost: 30 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
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, +50%; Melee
Attack, Reach C, -30%; Projection, Can affect the new world, -0%; Psychic,
-30%) [30].
Monster Within
Keywords: Resisted (Will).
Full Cost: 48 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 day.
If the sapient subject has one or
more of the disadvantages Bad Temper, Berserk, Bloodlust, Bully, or Sadism, he
will automatically fail his control rolls for these disadvantages whenever they
come up during the spell’s duration.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Monster Within, +137%; Extended
Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No
Signature, +20%; Nuisance Effect, Only removes the necessity of rolling for
existing disadvantages, -30%; Psychic, ‑30%) [48]. Note: “Monster
Within” is Bad Temper (No roll) [-25] + Berserk (No roll) [-25] + Bloodlust (No
roll) [-25] + Bully (No roll) [-25] + Sadism (No roll) [-37].
Morphean Extraction Keywords: Resisted (Will).
Full Cost: 20 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.
If the victim fails to resist, he takes 1d-1 fatigue damage, as his mind becomes tired and sleep-deprived. Treat FP lost to the spell identically to FP lost to missed sleep.
Statistics: Fatigue Attack 1d-1 (Costs Fatigue, 1 FP, -5%; Malediction 2, +150%; Missed Sleep, +50%; No Signature, +20%; Psychic, -30%) [22].
Night Terror Keywords: Resisted (Will).
Full Cost: 9 points for level 1 + 3 points/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
You touch a sleeping sapient creature and create a vivid nightmare in their mind. Roll a Quick Contest of Will with your subject. If you win, roll 3d for the result of the Fright Check, as usual, but add your margin of victory instead of his margin of failure. Your victim gets +1 per Fright Check after the first within 24 hours. If a victim succeeds at their Fright Check, they will be unaffected by your Night Terror for one hour. Each additional level of this spell imposes ‑1 to the Fright Check. For example, with Night Terror 4, the subjects must make Fright Checks at ‑3. This may also affect creatures that project their minds into the victim’s dream.
Statistics: Terror (Accessibility, Only on sapient beings, -10%; Accessibility, Only on sleepers, -20%; Active, +0%; Costs Fatigue, 1 FP, -5%; Melee Attack, Reach C, -30%; Presence, +25%; Psychic, -30%) [9]. Additional levels add ‑1 to the Fright Check [+3].
Nightmare
Keywords: Resisted (Will).
Full Cost: 34 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Unlimited.
Duration: 1 day or until awakened.
The sleeping sapient subject gets
the Nightmares (p. B144) disadvantage until he awakens (or for 24 hours, if he
sleeps for a very long time). He is tormented by horrible nightmares. Sometimes
they’re so harrowing that they affect his efficiency during waking hours. Upon
awakening the subject loses 1 FP that he can only recover through sleep. On a
roll of 17 or 18, he is left shaking, and is at -1 to all skill and Perception
rolls for the entire day.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient sleepers, -30%; Based on
Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Nightmare (No Self-Control
Roll, x2.5), +12%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%;
Immediate Preparation Required, 1 minute, -30%; Malediction 2, +150%; No
Signature, +20%; Psychic, -30%) [33].
Node of Blasting
Keywords: Buff.
Full Cost: 49 points.
Casting Roll: None. Use DX or
unarmed combat skill to hit.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Permanent.
This spell imbues an inanimate
object with psychic energy. This energy remains indefinitely, but can be
detected by Detect Psychic Significance. 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, +320%; Costs Fatigue, 1 FP, -5%; Extended Duration, Permanent, +150%;
Fixed Duration, +0%; Immediate Preparation Required, 1 minute, -30%; Melee
Attack, Reach C, -30%; No Signature, +20%; Psychic, -30%) [49]. Note: “Node of Blasting” is Toxic Attack
4d (Aura, +80%; Melee Attack, Reach C, -30%; Triggered Delay, Touch, +50%) [32].
Oath
Keywords: Resisted (Will).
Full Cost: 51 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Unlimited.
Duration: Permanent (until
fulfilled).
Give a willing, sapient subject a command to do one specific thing. It can
even be something a person could not feasibly, realistically accomplish;
“destroy every tree in the world” would
be valid, but the subject must speak the oath.
The subject must make this command his
first priority at all times. He is free to decide how to go about it, however,
and may approach the situation intelligently; e.g., rather than grabbing an
axe, he could contact a temp agency to hire a small army of woodcutters. In
effect, he has an Obsession (p. B146) with no self-control roll.
Once the subject accomplishes the
goal, the oath ends. The only way to remove the oath before then is with Remove
Curse (GURPS Thaumatology - Sorcery,
p. 21); Dispel Magic (GURPS Thaumatology
- Sorcery, p. 21) has no effect.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Accessibility,
Only on willing subjects, -30%; Based on Will, +20%; Cosmic, Immune to Dispel
Magic, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, Permanent, +150%; Immediate
Preparation Required, 1 minute, -30%; Malediction 2, +150%; No Signature, +20%;
Psychic, -30%; Variable Enhancement, +125%) [51]. Note: Variable Enhancement provides +13% of enhancements (+250%)
but is limited by “Accessibility, Only for Obsession with no self-control roll”
(-50%) for a net +125%.
Object Reading
Keywords: Information.
Full Cost: 7 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
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 minute, 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%; Costs Fatigue,
1 FP, -5%; Immediate Preparation Required, 1 minute, -30%; Psychic, -30%;
Sensitive, +30%) [7].
Pacify
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 48 points for level 1 + 5
points/additional level.
Casting Roll: Will.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited.
Duration: 1 minute.
Every sapient (IQ 6+) being in the
area when the spell is cast must resist or become unwilling to take further
offensive action unless first subjected to it, which breaks the spell. In
effect, they acquire the Pacifism (Self-Defense Only) disadvantage (p. B148), recover
instantly from all aggressive traits (including Berserk), stop interpreting
mental disadvantages in ways that demand violence, and ignore orders to engage
in hostilities.
For the purposes of this spell,
“offensive action” – on behalf of both the subjects and those who interact with
them – constitutes not merely attacks but any
use of items or abilities that could inflict FP or HP loss, affliction, or
inconvenience. Those under the spell’s influence are free to use active defenses,
assist unaffected allies with helpful items or abilities, leave, summon aid,
etc. Provided that a subject is left in peace, he’ll return the favor, but if
he’s offered violence, this ends the spell on him, though not on others. To
exploit this to get a friend to “snap out of it” calls for actual injury (at
least 1 HP), as the magic gives the perception that any lesser hurt was a
forgivable accident.
The basic (52-point) version of this
spell covers a two-yard radius. For each additional 5 points, you may double
this radius; e.g., four yards for 57 points, 8 yards for 62 points, or 16 yards
for 67 points. The GM must determine the maximum level allowed; 128 yards is
recommended. You may always choose to affect a lesser area.
Statistics:
Affliction 1 (Will; Accessibility, Only sapient beings, -10%; Area Effect, 2
yards, +50%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Disadvantage,
Pacifism (Self-Defense Only), +15%; Fixed Duration, +0%; Malediction 2, +150%;
Negated Disadvantage, Berserk, +200%; No Signature, +20%; Psychic, -30%;
Reduced Duration, 1/3, -10%; Takes Extra Time 1, -10%; Terminal Condition,
Injury, -10%; Variable Area, +5%) [48]. Additional levels add Area Effect
(+50%) [+5].
Panic
Keywords: Area (Leveled), Resisted
(IQ).
Full Cost: 33 points for level 1 + 5
points/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.
Sapient creatures in the area leave
the area immediately and become unwilling to enter it. You may reduce the area
effect if you wish to.
Statistics:
Affliction 1 (IQ; Accessibility, Only on sapient beings, -10%; Area Effect, 2
yards, +50%; Based on IQ, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Dread,
+30%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Psychic,
-30%) [33]. Additional levels add Area Effect (+50%) [+5].
Paranoia
Keywords: Resisted (Will).
Full Cost: 38 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 day.
The sapient subject gains the
Paranoia (p. B148) disadvantage.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Paranoia, +10%; Extended
Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No
Signature, +20%; Psychic, -30%) [38].
Pathfinder
Keywords: Information.
Full Cost: 15 points.
Casting Roll: IQ. Use Innate Attack
(Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Instantaneous.
The subject recalls the direction to
a certain place, or the proper way to go to get to that place – his choice, as
if he had Absolute Direction (p. B34). The caster makes an IQ roll to impart
the information in question. Time penalties apply, based on the time since the subject
last time visited the place in question. Use
Long-Distance Modifiers (p. B241) and substitute “days” for “miles.” A
critical failure could cause tell the subject a wrong direction!
This spell does not work in
environments such as interstellar space or the limbo of the astral plane, but
it does work underground, underwater,
and on other planets.
Statistics:
Affliction 1 (HT; Advantage, Pathfinder, +50%; Costs Fatigue, 1 FP, -5%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%; Reduced
Duration, 1/180, -40%; Requires IQ Roll, -10%; Time-Spanning, Past, +50%) [15].
Note: “Pathfinder” is Absolute
Direction [5].
Peaceful Sleep
Keywords: Buff.
Full Cost: 54 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 1 day.
The sapient subject becomes able to
get a night of peaceful sleep regardless of any condition. He loses such
advantages as Insomniac, Light Sleeper, and Nightmares, and becomes immune to
effects that impose such advantages. In addition, he never suffers any ill
effects due to the quality of his sleep. He gets an IQ roll to notice
disturbances and awaken, just like anyone else; success is automatic if he has
Combat Reflexes.
Statistics:
Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Peaceful
Sleep, +10%; Costs Fatigue, 1 FP, -5%; Extended Duration, 1,000x, +120%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; Negated Disadvantage, Insomniac,
+150%; Negated Disadvantage, Light Sleeper, +50%; Negated Disadvantage,
Nightmares, +120%; No Signature, +20%; Psychic, -30%) [54]. Note: “Peaceful Sleep” is Deep Sleeper
[1].
Permanent Forgetfulness
Keywords: Resisted (Will).
Full Cost: 43points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Permanent.
You cause the sapient subject to
permanently forget one fact and the fact the he ever knew that fact.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Accessibility,
One fact at a time, -10%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%;
Disadvantage, Total Amnesia, +25%; Extended Duration, Permanent, +150%;
Malediction 2, +150%; No Signature, +20%; Psychic, -30%; Selective Effect,
+20%) [43].
Permanent Madness
Keywords: Resisted (Will).
Full Cost: 53 points.
Casting Roll: IQ. Use IQ (again) or
Brainwashing to add the disadvantages.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Unlimited.
Duration: Permanent.
You can cause the subject to
permanently go insane, adding him the appropriate disadvantages (for example,
Berserk, Bestial, Chronic Depression, Confused, Delusions, Flashbacks,
Paranoia, Phantom Voices, Phobia, etc.). 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. You must then win a second
Quick Contest of IQ vs. Will – or make another unopposed IQ roll, for a willing
subject. You may substitute Brainwashing for IQ, if better. You are at -1 per
full -5 points of disadvantages applied.
Statistics:
Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only
to cause insanity, -20%; Conditioning Only, -50%; Costs Fatigue, 1 FP, -5%;
Extended Duration, Permanent, +150%; Immediate Preparation Required, 1 minute,
-30%; Psychic, -30%) [53].
Permanent Possession
Keywords: Resisted (Will).
Full Cost: 65 points.
Casting Roll: IQ.
Cost: 3 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Indefinite.
The caster can move his
consciousness from body to body. In theory, he could live forever this way,
moving from dying bodies to healthy ones. However, he cannot survive outside a living
host. Should his current body die, he will die! Thus, he must keep his current
host alive.
To possess a creature, the caster
must concentrate for one second and physically touch him. The victim resists at
+5 if he is in combat with the caster or otherwise wary of him.
If the caster loses or ties, he is
mentally stunned for 1d seconds. In addition, he may never attempt to possess
that subject again – he is “immune” to him. If the caster wins, he takes over his
victim’s body, completely suppressing his personality. His previous host
regains control of his body (if sentient) after 1d seconds of mental stun, and
“comes to” with no memory of the possession.
The caster gains his new host’s ST,
DX, and HT (and secondary characteristics calculated from these scores), as well
as his physical advantages and disadvantages. He keeps his own IQ, Perception,
and Will, and all of his mental traits. The caster’s social traits may apply,
depending on the laws and values of his society. The caster’s IQ-, Perception-,
and Will-based skills are unchanged. Other skills remain at the same relative
skill level.
The caster can freely access the
memories of a sentient host at any time. To recall a specific fact from the
subject’s memories requires a straight IQ roll, at no penalty for the time
since takeover.
Statistics:
Possession (Costs Fatigue, 3 FP, -15%; Full Memory Access, +10%; Psychic, -30%)
[65].
Persuasion
Keywords: Buff.
Full Cost: 13 points for level 1 +
2.5 points/additional level*.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.
The caster makes the subject being
more persuasive to a single other person. When that other person makes a
reaction roll to determine his reaction towards this spell’s subject, the roll
gets a bonus equal to the spell’s level. The spell ends once this reaction roll
is made. In most games, GMs will wish to limit the number of levels of Persuasion
a sorcerer may take. Persuasion 5 is a common maximum.
Statistics: Affliction
1 (HT; Advantage, Persuasion 1, +30%; Costs Fatigue, 1 FP, -5%; Fixed Duration,
+0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [13].
Additional levels add further Persuasion to the Advantage enhancement [+2.5*]. Note: Each level of “Persuasion” is Charisma
1 (Accessibility, Only against the secondary subject, -50%) [2.5*].
* Calculate the total cost and then round
down (because the base ability costs just 11.5 points before rounding). Level 2
costs 15 points, level 3 costs 18 points, level 4 costs 20 points, level 5
costs 23 points, and so on.
Planar Visit
Keywords: None.
Full Cost: 20 or 30 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 10 seconds.
Range: Self.
Duration: Indefinite.
You leave your body behind,
unconscious, while your spirit visits another plane of existence. While there,
you cannot cast spells or otherwise affect the world in any meaningful way. Your
spirit form is visible, but insubstantial. This spell can be maintained
indefinitely, but your body’s need to eat, drink, sleep, etc. effectively
limits the duration to a day or so – longer if your body is left with friends,
in a hospital, or otherwise cared for.
The basic (20-point) version of this
spell allows you to visit one other plane, chosen when you learn the spell. The
improved (30-point) version opens this up to any dimension you are familiar
with. You can become familiar with new planes by hitching a ride there – with
another sorcerer using this spell, a magician using an equivalent spell, a
creature with an innate ability, etc. – or via tomes of knowledge which contain
detailed instructions on where and how to travel.
Unlike most spells, Planar Visit
takes 10 or 11 seconds to cast instead of one or two. You can speed this up by
taking -1 to skill for each second omitted (maximum -10).
Statistics:
Jumper (World; Improved, +10%; Limited Access, -20%; Projection, Cannot affect
new world, -50%; Psychic, -30%) [20]. The improved version removes Limited Access
[+10]. Note: The Improved enhancement removes the auto-fail on 14+.
Possession
Keywords: Resisted (Will).
Full Cost: 20 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 1 minute.
The caster moves his consciousness
to another body. Should his current body die, he will die! Thus, he must keep
his current host alive.
To possess a creature, the caster
must concentrate for one second and physically touch him. The victim resists at
+5 if he is in combat with the caster or otherwise wary of him.
If the caster loses or ties, he is
mentally stunned for 1d seconds. In addition, he may never attempt to possess
that subject again – he is “immune” to him. If the caster wins, he takes over his
victim’s body, completely suppressing his personality. His previous host
regains control of his body (if sentient) after 1d seconds of mental stun, and
“comes to” with no memory of the possession.
The caster gains his new host’s ST,
DX, and HT (and secondary characteristics calculated from these scores), as well
as his physical advantages and disadvantages. He keeps his own IQ, Perception,
and Will, and all of his mental traits. The caster’s social traits may apply,
depending on the laws and values of his society. The caster’s IQ-, Perception-,
and Will-based skills are unchanged. Other skills remain at the same relative
skill level.
The caster can freely access the
memories of a sentient host at any time. To recall a specific fact from the
subject’s memories requires a straight IQ roll, at no penalty for the time
since takeover.
Statistics:
Possession (Costs Fatigue, 1 FP, -5%; Full Memory Access, +10%; Maximum
Duration, 1 minute, -65%; Psychic, -30%) [20].
Prehistory
Keywords: Information.
Full Cost: 7 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Instantaneous.
When cast on any inanimate object (or
a 1-yard-radius section of a large object), Prehistory lets the caster get a very
general impression of an item’s history over a period of millennia.
To cast Prehistory, you must touch
the subject item or location, concentrate for one second, and make an IQ roll. This
roll is at no penalty for an event that occurred 3,000 years ago, -1 for one
that occurred up to 30,000 years ago, -2 if up to 300,000 years ago, -3 if up
to 3,000,000 years ago, and so on.
On a success, you receive the very general
impression of an item’s history. The age and function of an item can always be
determined, but unless the item took part in an important event, age and
function may be the only information available. On a failure, you receive no impressions
at all, and cannot attempt to read that object or place again for 24 hours.
Statistics: Psychometry
(Accessibility, Only a very general impression, -40%; Active Only, -20%; Costs
Fatigue, 1 FP, -5%; Immediate Preparation Required, 1 minute, -30%; Psychic,
-30%; Reliable 6, +30%; Sensitive, +30%) [7].
Presence
Keywords: Resisted (Will).
Full Cost: 30 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 30 minutes.
It becomes hard for the subject to
blend in. The subject’s face is easy to pick out or remember. He gets -1 to
Shadowing in crowds, while others have +1 to rolls made to recognize him from a
lineup or mug shots – or even to recall meeting him!
Statistics:
Affliction 1 (Will; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage,
Presence, +1%; Extended Duration, x10, +40%; Fixed Duration, +0%; Malediction
2, +150%; No Signature, +20%; Psychic, -30%) [32]. Note: “Presence” is Memorable Face [-1].
Primal Regression
Keywords: Resisted (Will).
Full Cost: 39 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 day.
The 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%; Costs Fatigue, 1 FP, -5%; Disadvantage, Stress Atavism (Severe), +20%;
Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No
Signature, +20%; Psychic, -30%; Variable, +5%) [39].
Projection
Keywords: None.
Full Cost: 80 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second or 1 minute
(see below).
Range: 100 yards.
Duration: Indefinite.
You can displace your consciousness
to a point outside your body. This “viewpoint” must be a specific location
within 100 yards. Your body falls unconscious. Your projected self is only
vulnerable to spells, mental abilities, Maledictions, etc. See Projection (GURPS Powers, p. 44) for other rules. Your projected self can only
affect the insubstantial world.
To cast this spell, pick the desired
viewpoint (which can be inside something) and its facing, concentrate for one second,
and then make an IQ roll. If the viewpoint is out of sight, you must specify
distance and direction, the roll is at -5, and you have to concentrate for one
minute.
On a success, you can use your ranged
senses as if you were physically present at the viewpoint (this means you
cannot sense the environment around your body!). Your vision ignores darkness
penalties completely. You cannot see through solid objects, but if your
viewpoint were inside (for example) a closed room, you would see what was
inside despite the lack of light. If you are using or subjected to range-dependent
abilities (e.g., spells), calculate all ranges from your body, not your
viewpoint. You can maintain Projection for as long as you like.
On failure by 1, your consciousness
goes to some other viewpoint of the GM’s choosing. On any greater failure, nothing
happens at all. Critical failure cripples your ability for 1d hours.
To return your displaced consciousness,
move it elsewhere, or change its facing, you must concentrate for one second
and make another IQ roll. However, a viewpoint inside a moving object (e.g., a
car) will move with that object with no special concentration on your part. You
can only have one viewpoint at a time.
The projection’s presence can be
detected by Astral Vision, Sense Spirit, Sense Observation, or the like; it is
otherwise imperceptible. The Projection cannot cross an Astral Block,
Pentagram, or an Utter spell. Repel Spirits will resist its intrusion.
Statistics:
Clairsentience (Costs Fatigue, 1 FP, -5%; Fixed Range, -5%; Increased Range,
10x, +30%; Projection, +0%; Psychic, -30%; Second Nature, +70%) [80].
Psychic Surgery
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ. Use IQ (again) or
Brainwashing to remove disadvantages.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Nine days.
You can temporarily remove any mundane
mental disadvantages in a sapient 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 on sapient beings, -10%; Accessibility, Only
to remove mental disadvantages, -10%; Conditioning Only, -50%; Costs Fatigue, 1
FP, -5%; Extended Duration, 3x, +20%; Fixed Duration, +0%; Psychic, -30%) [10].
Purge Spirit
Keywords: Resisted (Will).
Full Cost: 10 points/level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.
This spell allows you to safeguard
important knowledge, even from yourself. When casting this spell, you recount
one piece of knowledge you possess (up to a maximum of 50 words). This
knowledge 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.
Statistics:
Burning Attack 1d (Costs Fatigue, 1 FP, -5%; Insubstantial Only, -30%;
Malediction 2, +150%; No Incendiary Effect, -10%; No Signature, +20%; Psychic,
-30%; Variable, +5%) [10/level].
Recall
Keywords: Buff.
Full Cost: 19 points.
Casting Roll: IQ. Use Innate Attack
(Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Instantaneous.
The sapient subject recalls a single
forgotten or obscured fact or event as if he had Photographic Memory (p. B51).
The caster makes an IQ roll to restore the memory in question. Time penalties
apply, based on the time since the forgotten event occurred. Use Long-Distance Modifiers (p. B241) and
substitute “days” for “miles.” Eidetic Memory of the subject gives a +5 bonus; Photographic
Memory of the subject gives a +10 bonus (though individuals with Photographic
Memory will only need this spell to restore unnaturally removed memories). Only
a critical success allows a magically blocked memory to be recalled. A critical
failure could cause a false or distorted memory, or eradicate the memory beyond
hope of future recovery!
Statistics:
Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Recall,
+100%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D, 10x,
+15%; No Signature, +20%; Psychic, -30%; Reduced Duration, 1/180, -40%;
Requires IQ Roll, -10%; Time-Spanning, Past, +50%) [19]. Note: “Recall” is Photographic Memory [10].
Reconstruct Spell
Keywords: Information.
Full Cost: 5 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.
Identifies the spells cast on the
subject or by the subject at a specific point in the past selected by the
caster; enchanted items do not count.
The GM will secretly roll against the caster’s IQ minus time penalties and range penalties (p. B550) to the
subject, which the caster must be able to see or touch. For the time penalties
use Long-Distance Modifiers (p. B241)
and substitute “days” for “miles.” If the sorcerer is familiar with the spells
in question, this will reveal them. Otherwise, the GM will use the margin of
success to determine how much information to give the sorcerer. For example,
“some kind of a protection spell”.
Statistics:
Detect (Magic; Analysis Only, -50%; Costs Fatigue, 1 FP, -5%; Psychic, -30%;
Time-Spanning, Past, +50%; Touch- or Vision-Based, -15%) [5].
Relieve Addiction
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ. Use IQ (again) or
Brainwashing to remove disadvantages.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Three days.
You can temporarily remove any addictions
in a sapient 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 addiction; the GM will reveal his Addiction
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 on sapient beings, -10%; Accessibility, Only
to remove addictions, -20%; Conditioning Only, -50%; Costs Fatigue, 1 FP, -5%; Fixed
Duration, +0%; Psychic, -30%) [10].
Relieve Madness
Keywords: Resisted (Will).
Full Cost: 10 points.
Casting Roll: IQ. Use IQ (again) or
Brainwashing to remove disadvantages.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Three days.
You can temporarily remove any
mental disadvantages in a sapient subject that the GM agrees represent
“insanity.” Valid examples include Berserk, Chronic Depression, Flashbacks,
Megalomania, and Phantom Voices. Some disadvantages – such as Compulsive
Behavior, Delusion, Odious Personal Habit, and Phobia – may count, depending on
the severity and specific details. Self-imposed disadvantages (p. B121) never
qualify.
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 insanity;
the GM will reveal his insanity-related 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 on sapient beings, -10%; Accessibility, Only
to remove “insane” mental disadvantages, -20%; Conditioning Only, -50%; Costs
Fatigue, 1 FP, -5%; Fixed Duration, +0%; Psychic, -30%) [10].
Remember Path
Keywords: Buff.
Full Cost: 18 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.
The sapient subject always knows
which way is north, and he can always retrace a path he has followed while the
spell was active, no matter how faint or confusing. This ability does not work
in environments such as interstellar space or the limbo of the astral plane,
but it does work underground, underwater, and on other planets. This gives +3
to Body Sense and Navigation (Air, Land, or Sea).
Statistics:
Affliction (HT; Accessibility, Only on sapient beings, -10%; Advantage, Remember
Path, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [18].
Note: “Remember Path” is Absolute
Direction [5].
Repel Spirits
Keywords: Area (Leveled), Resisted
(IQ).
Full Cost: 44 points for level 1 + 5
points/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 50 minutes.
Spirits become unwilling to enter
the area; any already within the area leave immediately. You may exclude
specific, known spirits or even broad classes of spirits from the effects;
e.g., “The spell affects every spirit except for four banshees here.” You may
also reduce the area effect if you wish to.
While this spell is technically
resisted by each spirit’s IQ, in practice the GM should bother only for
extraordinary spirits. If so, victory allows the spirit to remain within the
area for three minutes, after which it must roll again.
Statistics:
Affliction 1 (IQ; Accessibility, Spirits Only, -40%; Area Effect, 2 yards,
+50%; Based on IQ, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Dread, +30%;
Extended Duration on Persistent, 100x, +80%; Fixed Duration, +0%; Malediction
2, +150%; No Signature, +20%; Persistent, +40%; Psychic, -30%; Selective Area,
+20%) [44]. Additional levels add Area Effect (+50%) [+5].
Repress Memory
Keywords: None.
Full Cost: 2 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
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%; Costs
Fatigue, 1 FP, -5%; Psychic, -30%; Selective Effect, +20%) [2].
Restore Memory
Keywords: Resisted (Will).
Full Cost: 53 points.
Casting Roll: IQ. Use IQ (again) or
Brainwashing to remove disadvantages.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Unlimited.
Duration: Permanent.
You can permanently restore a
sapient subject’s memory. 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 lost memories; the GM will reveal his Amnesia
disadvantages or memories lost to other effects and spells. 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.
Statistics:
Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only
to restore memories, -20%; Conditioning Only, -50%; Costs Fatigue, 1 FP, -5%; Extended
Duration, Permanent, +150%; Fixed Duration, +0%; Immediate Preparation
Required, 1 minute, -30%; Psychic, -30%) [53].
Retro-Reading
Keywords: Information.
Full Cost: 7 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
This spell lets the caster receive
an impression of the last person to read a particular book, or passage in a
book, which must be read by the mage during the casting.
To cast Retro-Reading, you must touch
the writing, 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 1 year 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 impression of the last person to read the writing, but this spell does
not reveal any names. On a critical success, you experience an actual vision.
No matter how well you roll, you cannot detect magic, spirits, etc.
On a failure, you receive no impressions
at all, and cannot attempt to read that writing again for 24 hours.
Statistics: Psychometry
(Accessibility, Only books, -40%; Active Only, -20%; Costs Fatigue, 1 FP, -5%;
Psychic, -30%; Sensitive, +30%) [7].
Retrogression
Keywords: Resisted
(HT or Will).
Full Cost: 96 points.
Casting Roll: Will.
Cost: 2 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Instantaneous
or 3 minutes.
Causes a subject to re-experience an event from his past life (or
lives!). This can be a torment or as a boon. Different kinds of memories have different
effects. A terrifying memory requires a Fright Check at -3 or more; the memory
of one’s violent death, for example (in a campaign where Resurrection is
possible), requires a Fright Check at -5 (but no more). The memory of a wound
or illness requires a HT roll; failure stuns the subject. A memory of slavery
or degradation reduces Will by 1 for 3 minutes unless a Will roll is made. A
memory of personal triumph and power increases Will by 1 for 3 minutes. The GM
judges the effects of any other type of memory, but it should not impose a
disadvantage worth more than -10 points or an advantage worth more than 5
points. The caster only specifies the type of event to be relived; he cannot
use this spell to “rummage” through the memories of the subject.
Statistics: Alternative
Abilities [86]: Affliction 1 (Will or HT; Accessibility, Must be related to a
memory, -20%; Advantage, Variable, +50%; Based on Will, +20%; Costs Fatigue, 2
FP, -10%; Disadvantage, Variable, +10%; Fixed Duration, +0%; Malediction 2, +150%; No
Signature, +20%; Psychic, -30%; Selectivity, +10%) [30/5=6] + Terror
(-5) (Accessibility, Penalty depends on the severity of the memory, -30%;
Active, +0%; Costs Fatigue, 2 FP,
-10%; Increased Range, 10x, +30%; Presence, +25%; Psychic, -30%) [80].
Scents of the Past
Keywords: Information.
Full Cost: 25 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Indefinite.
When cast on a wall or some object, this spell releases whatever scents it may have been exposed to in the past.
To cast Scents of the Past, you must touch the subject item or location, 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.
A successful use of this spell gives you an actual “replay” of the scents. On a failure, you receive no impressions at all, and cannot attempt to read that object or place again for 24 hours.
Statistics: Psychometry (Accessibility, Scents Only, -60%; Active Only, -20%; Affects Others, +50%; Costs Fatigue, 1 FP, -5%; Immediate Preparation Required, 1 minute, -30%; Immersive, +100%; Nuisance Effect, Can be smelled, -10%; Psychic, -30%; Sensitive, +30%) [25]. Notes: Nuisance Effect, Can be smelled, -10% is priced the same as Visible, -10%. Affects Others makes it so others can smell the playback of the spell. This affects any number of nearby subjects without requiring the usual multiple levels of that trait. This is a fair trade-off since this ability is so limited.
Scrying
Keywords: Information.
Full Cost: 60 points for level 1 + 5
points/additional level.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Special.
Duration: Indefinite.
You can displace your sight to a
point outside your body. Your ability is reflexive. You can initiate it as a
free action and change viewpoints as quickly as you can shift your gaze.
The maximum range of this ability
depends on the spell level.
Level
|
Maximum Range
|
Full Cost
|
1
|
10 yards
|
65 points
|
2
|
20 yards
|
70 points
|
3
|
50 yards
|
75 points
|
4
|
100 yards
|
80 points
|
5
|
200 yards
|
85 points
|
6
|
500 yards
|
90 points
|
7
|
1,000 yards
|
95 points
|
+1
|
uses the same “2-5-10” progression
|
+5 points
|
To cast this spell, pick the desired
viewpoint (which can be inside something) and its facing, and then make an IQ
roll. You need to concentrate for a minute and make a IQ-5 roll if your desired
viewpoint is out of sight.
On a success, you can use your ranged
senses as if you were physically present at the viewpoint (this means you cannot
sense the environment around your body!).
Your vision ignores darkness
penalties completely. You cannot see through solid objects, but if your
viewpoint were inside (for example) a closed chest, you would see what was
inside despite the lack of light. If you are using or subjected to range-dependent
abilities (e.g., spells), calculate all ranges from your body, not your
viewpoint. You can maintain Wizard Eye for as long as you like.
On failure by 1, your sight goes to some
other viewpoint of the GM’s choosing. On any greater failure, nothing happens
at all. Critical failure cripples your ability for 1d hours.
You can return your displaced sight,
move it elsewhere, or change its facing as a free action. A viewpoint inside a
moving object (e.g., a car) will move with that object with no special
concentration on your part.
Statistics:
Clairsentience (Clairvoyance, -10%; Costs Fatigue, 1 FP, -5%; Fixed Range, -5%;
Second Nature, +70%; Psychic, -30%) [60].
See Secrets
Keywords: Buff.
Full Cost: 18 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Three minutes.
Causes hidden items, doors, traps, etc.,
to stand out clearly in the subject’s vision. This spell works only on things that
were deliberately hidden – not lost.
Statistics: Affliction
1 (HT; Advantage, See Secrets, +70%; Costs Fatigue, 1 FP, -5%; Fixed Duration,
+0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [17]. Note: “See Secrets” is Detect Secrets (Cannot
Analyze, -10%; Vision-Based, -20%) [7].
Seek Sleepers Keywords: Information.
Full Cost: 37 points or 47 points.
Casting Roll: Per. Use IQ for analysis.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.
After casting, the GM rolls against the sorcerer’s Per, with a penalty based on the distance to the nearest sleeping creature. The basic (37-point) version of this spell takes standard range penalties. The improved (47-point) one uses long-distance modifiers. If successful, the caster knows the exact distance and direction to the sleeper, and may make a follow-up IQ roll (at no penalty) to learn basic details about it (e.g., “it’s a male human” or “it’s a badger”).
Any known sleepers may be excluded if the caster mentions them before casting.
Statistics: Detect Sleepers (Costs Fatigue, 1 FP, -5%; Precise, +100%; Psychic, -30%; Selective Effect, +20%) [37]. The improved version adds Long-Range 1 (+50%) [+10].
Seeker
Keywords: Information.
Full Cost: 9 points.
Casting Roll: Per.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.
The caster can “home in” on anyone or anything, provided he has a piece of it (or something deeply connected to it) to attune to. Attuning requires one second, as long as the caster has anything even remotely related to that subject to focus on.
Once attuned, the caster can make a Per roll to track down the subject. This takes Long-Distance penalties (p. B241). On a success, he knows the direction, though not the distance, to his attuned subject.
Statistics: Slotted Cosmic Power 1 (7) (Costs Fatigue, 1 FP, -5%; Limited, Trait, Detect, -50%; Nuisance Effect, Must have something related to subject, -5%; Psychic, -30%) [9]. Note: Effectively, this spell emulates effects of the Detect (Subject; Rare) [5] advantage with Cannot Analyze, -10%; and Long-Range 1, +50% for the total cost of 7 points.
Sense Danger
Keywords: Information.
Full Cost: 3 points.
Casting Roll: Per.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.
The sorcerer realizes if any
immediate danger is nearby. This includes threats that are in close physical
proximity, but also those farther away if they threaten to come close and strike
(say, within the next few minutes). The GM should provide details commensurate
with the margin of success: by 0 might warn “potential danger is near”; by 5
could provide “the local wildlife are hostile”; and by 10 or a critical success
might give “a pack of five wolves is coming over the hill to the east less than
a minute from now.”
Statistics:
Danger Sense (Active Only, -60%; Costs Fatigue, 1 FP, -5%; Psychic, -30%) [3]. Note: The Active Only limitation is
borrowed from Precognition (GURPS Powers,
p. 68).
Sense Emotion
Keywords: Information, Resisted
(Will).
Full Cost: 6 or 10 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.
The caster gets a brief flash of the
emotions a subject is experiencing. This only works on living, sapient (IQ 6+)
beings. If successful, this gives the caster +3 on any roll to detect an impostor,
or to use Detect Lies, Fortune-Telling, and Psychology against the subject. The
basic (6-point) version takes normal range penalties. The improved (10-point)
version does not take any range penalties at all.
Statistics: Empathy
(Costs Fatigue, 1 FP, -5%; Psychic, -30%; Requires IQ vs. Will Roll, -10%;
Short-Range 2, -20%) [6]. Improved version replaces Short-Range 2, -20% with
Remote, +50% [+4].
Sense Foes
Keywords: Information.
Full Cost: 11 or 31 points.
Casting Roll: Per.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.
With the basic (11-point) version of
this spell, you can immediately sense all nearby beings that mean to cause harm
to you, 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.
The improved (31-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 (Foes; Cannot Analyze, -10%; Costs Fatigue, 1 FP, -5%; Psychic, -30%) [11].
The improved version adds Precise (+100%) [+20].
Sense Observation
Keywords: Area (Leveled),
Information.
Full Cost: 39 points for level 1 + 5
points/additional level or 117 points for level 1 + 15 points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim, Per to notice the observation, and IQ to obtain details.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Three hours.
While this spell is active, the
sorcerer has a chance to sense attempts to scry the target area or anyone in
it. Alternatively, he may cast it on an individual, in which case the spell may
alert him to anyone spying on that subject. “Observation” is not limited to
vision; it includes the use of any sense to furtively perceive an unaware
subject. Even if the means of spying involves an unaware third party (e.g., the
subject of a distant mage’s Soul Rider spell or a nonsentient drone piloted from
afar), treat the person orchestrating the scrying and receiving the information
as “the observer.”
The basic (39-point) version of this
spell warns the caster only of supernatural observation, such as scrying
spells, psionic clairvoyance, astral spirits, etc. The improved (117-point)
version covers even mundane surveillance; e.g., via binoculars, radar, or just
sneaking up close and eavesdropping.
When someone spies on the target,
the GM rolls against the sorcerer’s Per (plus Talent) to sense it, as long as
the current distance between the sorcerer and the subject (or edge of the area)
is within the spell’s range of 100 yards. This roll is at -4 unless the
sorcerer’s sole activity is keeping an eye on things; it also takes the same
range modifier penalizing the observer (e.g., if a mage’s spell is cast at -6
for distance to the subject, the sorcerer’s roll takes the same -6). Success
reveals the surveillance and the general class of power being used, such as “magic,”
“divine,” or “mundane.” A successful follow-up IQ (plus Talent) roll will
reveal the specific method of scrying, such as the name of the spell, the holy
ability (“Eyes of Odin”), or the mundane equipment being used. A critical
success on the Per or IQ roll also reveals the direction (though not distance)
to the observer.
Distance to the spy is irrelevant.
This spell can sense a clairvoyant from Mars, a wizard scrying across
dimensions, or (if improved) an orbital satellite.
Statistics:
The basic version is Detect (Supernatural Observation; Area Effect, 2 yards,
+50%; Cosmic, Range modifiers as for observer, +50%; Costs Fatigue, 1 FP, -5%; Extended
Duration, 1,000x, +120%; Nondirectional, -25%; Persistent, +40%; Psychic, -30%;
Ranged, +40%; Reflexive, +40%; Selectivity, +10%) [39]. The improved version
uses Detect (Observation), which costs 3x as much [117]. Additional levels add
Area Effect (+50%) [+5 or +15]. Notes:
Selectivity allows Area Effect and Persistent to be dropped when targeting a
single subject, at which point Ranged is used to shift the focus of Detect from
the sorcerer’s immediate area to the subject’s (for a base 10 seconds).
Nondirectional is from p. 9 of GURPS
Powers: Enhanced Senses.
Sense Spirit
Keywords: Information.
Full Cost: 19 points or 24 points.
Casting Roll: Per. Use IQ for
analysis.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.
After casting, the GM rolls against
the sorcerer’s Per, with a penalty based on the distance to the nearest spirit,
undead, or a similar supernatural entity. The basic (19-point) version of this
spell takes standard range penalties. The improved (24-point) one uses
long-distance modifiers. If successful, the caster knows the exact distance and
direction to the spirit, and may make a follow-up IQ roll (at no penalty) to learn
basic details about it (e.g., “it’s a ghost” or “it’s a zombie”).
The caster may, at the time of
casting, limit the spell to a specific type of entity, or exclude a given type
or any known spirits.
Statistics:
Detect Spirits (Costs Fatigue, 1 FP, -5%; Precise, +100%; Psychic, -30%;
Selective Effect, +20%) [19]. The improved version adds Long-Range 1 (+50%)
[+5].
Sleep
Keywords: Resisted (Will).
Full Cost: 40 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.
The sapient subject falls asleep for
3 minutes, if he fails a Will roll. After this, he can be woken normally, but he
will not necessarily wake up right away, especially if already tired. Upon awakening, the subject is stunned (p. B420) and may roll vs. Will once per second to recover.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction 2, +150%; No
Signature, +20%; Psychic, -30%; Sleep, +150%) [40].
Solidify
Keywords: Resisted (Will).
Full Cost: 32 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.
This spell temporarily makes an intangible being tangible and affect
objects and creatures in the substantial world.
Statistics:
Affliction 1 (Will; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed
Duration, +0%; Malediction 2, +150%; Negated Advantage, Insubstantiality, +80%;
Psychic, ‑30%) [32].
Soul Jar
Keywords: Resisted (Will).
Full Cost: 203 points.
Casting Roll: Will.
Cost: 5 FP.
Casting Time: 1 hour.
Range: Unlimited.
Duration: Instantaneous.
Traps the subject’s soul in some
inanimate object (which the subject must be touching). If the subject is not
the caster, then he must be present, and either willing or unconscious.
If your soul is in a “jar,” you are unaffected
until either your body dies, or the jar is destroyed. The death of your body
does not kill you. Your consciousness shifts to the “jar,” where you are able
to see, hear, and even cast any spell that you know at skill 20 or above (i.e.,
castable without speech or gesturing). You may communicate at a distance via
telepathy-type spells, if you know any – or by direct mental contact, without a
spell, with anyone who handles the jar. Your FP remain the same as when you had
a body. You may not spend HP, but you may use any Powerstone currently in
contact with your jar.
If a new body comes near the jar, you
may try to take it by a Possession, Permanent Possession, or Exchange Bodies
spell if you know such a spell. In that case, the soul of that body goes into
the jar. But if your soul is in a jar, anything that destroys the jar will kill
you permanently – beyond hope of resurrection – even if your body is unharmed.
The spell may be cast again to switch
the soul to a different “jar.”
Statistics:
Affliction 1 (Will; Advantage, Soul Jar, +1,900%; Based on Will, +20%; Costs
Fatigue, 5 FP, -25%; Immediate Preparation Required, 1 hour, -75%; Malediction
2, +150%; No Signature, +20%; Nuisance Effect, Subject must be willing or
unconscious, -30%; Psychic, -30%) [203]. Note:
“Soul Jar” is Possession (Accessibility, Only inanimate objects, -10%; Cosmic,
Retains senses, +100%) [190].
Soul Prison
Keywords: Resisted (Will).
Full Cost: 49 points.
Casting Roll: Will.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited.
Duration: Instantaneous.
This spell rips out the subject’s
soul. It can only affect a target who has both a physical body and a genuine
soul to separate from it. A subject who fails to resist collapses in a coma.
This works much as described on p. B429, but the victim gets no HT roll to
awaken and cannot be roused with the Awaken spell or similar measures – he’s
soulless, not asleep. He must roll vs. HT every 12 hours until he finally fails
and dies. This spell may be reversed by Remove Curse before the subject dies.
Statistics:
Affliction 1 (Will; Accessibility, Only on beings with souls, -5%; Based on
Will, +20%; Costs Fatigue, 2 FP, -10%; Coma, Variant, +250%; Malediction 2,
+150%; No Signature, +20%; Psychic, ‑30%; Takes
Extra Time 1, -10%) [49].
Soul Rider
Keywords: Resisted (Will).
Full Cost: 14 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.
The caster can tap into his subject’s
senses. This lets him experience everything the subject experiences. If he is
tortured, knocked out, or killed, the GM may require a Will roll to avoid stunning
– or perhaps even a Fright Check! The caster must be able to see or touch the
subject to tap into his senses. Modify the casting roll for range penalties to
the subject (see p. B550).
The caster can maintain this spell
for as long as he wishes without further concentration. If he switches to
another person, he must stop tapping into his current subject’s senses and roll
a Quick Contest with the new subject.
If he loses, he may try again, at a cumulative
-2 per repeated attempt on that subject in the past hour. Should he critically
fail, he cannot tap into that person’s senses again for 24 hours.
Statistics:
Mind Reading (Costs Fatigue, 1 FP, -5%; Psychic, -30%; Sensory Only, -20%)
[14].
Soul Stone
Keywords: Resisted (Will).
Full Cost: 170 points.
Casting Roll: Will.
Cost: 5 FP.
Casting Time: 1 hour.
Range: Touch.
Duration: Truly Permanent.
Traps the subject’s soul in some
inanimate object (which the subject must be touching). If the subject is not
the caster, then he must be present, and either willing or unconscious.
When your soul is in a Soul Stone, the
subject cannot be killed. He becomes immune to disease, poison, and aging. Injury
affects him normally, but he needs never make a HT roll to stay alive. Once he reaches
-10xHP, he is reduced to an indestructible skeleton and automatically falls
unconscious. He sustains no further damage from any attack. Once the damage
stops, he heals normally – even if he has been hacked to pieces – and any
severed body parts will grow back. He regain consciousness once he has positive
HP.
Statistics:
Affliction 1 (Will; Advantage, Soul Stone, +1,350%; Based on Will, +20%; Costs
Fatigue, 5 FP, -25%; Extended Duration, Truly Permanent, +300%; Immediate
Preparation Required, 1 hour, -75%; Malediction 1, +100%; Melee Attack, Reach
C, -30%; No Signature, +20%; Nuisance Effect, Subject must be willing or
unconscious, -30%; Psychic, -30%) [170]. Note:
“Soul Stone” is Immunity to Disease (Requires a Soul Stone, -5%) [10] +
Immunity to Poison (Requires a Soul Stone, -5%) [15] + Unaging (Requires a Soul
Stone, -5%) [15] + Unkillable 2 (Requires a Soul Stone, -5%) [95].
Souldrinker
Keywords: Resisted (HT).
Full Cost: 70 points for level 1 + 11.2
points/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
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%; Costs Fatigue, 1 FP,
-5%; Malediction 2, +150%; Ranged, +40%; Psychic, -30%; Vision-Based, Reversed,
-20%) [70 + 11.2/additional level].
Speed Reading
Keywords: Buff.
Full Cost: 29 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 1 hour.
This spell lets the sapient subject
read and absorb written information at 10 times his normal pace.
Statistics:
Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Speed
Reading, +140%; Costs Fatigue, 1 FP, -5%; Extended Duration, 30x, +60%; Fixed Duration,
+0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [29]. Note: “Speed Reading” is Enhanced Time
Sense (Accessibility, Only when reading, -70%) [14].
Spirit Incursion
Keywords: Area (Fixed).
Full Cost: 5 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 10 seconds.
Fills a 2-yard-radius area with conjures
evil spirits. To place the effect at a distance, use Innate Attack (Gaze), with
normal range penalties, but at +4 for affecting an area. This spell conjures
evil spirits related to those called by Skull-Spirit (GURPS Magic, p. 151). But instead of a single entity that serves
obediently for 24 hours and is free to roam, this spell brings an indeterminate
number of spirits that stay for mere seconds, are bound to a place, and don’t
distinguish friend from foe. Each turn, every living creature in the area suffers
1 HP of toxic injury, which bypasses all DR.
Attempts to battle the entities this
spell conjures are pointless – the magic brings a steady stream of spirits that
partially materialize where the victim cannot see them, take a “bite,” and then
vanish into the Spirit World. Neutralizing a small number would change nothing.
However, Repel Spirits excludes these beings unless Spirit Incursion can beat
it in a Quick Contest, while Astral Block prevents them from partially
materializing to attack. Either situation means people inside the area of the
defensive spell are safe
Statistics: Toxic
Attack 1 point (Accessibility, Only on living beings, -10%; Area Effect, 2
yards, +50%; Cosmic, Irresistible Attack, +300%; Costs Fatigue, 1 FP, -5%;
Nuisance Effect, Spirit Resistance, -5%; Persistent, +40%; Psychic, -30%) [5].
Stabbing Party
Keywords: Area (Leveled), Resisted
(Will; special).
Full Cost: 25 points for level 1 +
25 points/additional level.
Casting Roll: IQ.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited.
Duration: 1 second.
Sapient creatures who fail to resist
(a subject must lose two resistance
contests) must use their next combat maneuver to attack the nearest ally (never
an enemy or neutral party); if several are equidistant, choose one at random. Subjects
with no allies on the battlefield are unaffected.
A subject with a ready ranged attack
uses it, usually meaning an Attack maneuver. One with only melee attacks
chooses Attack if the nearest ally is within one step, All-Out Attack (Strong) if
the target is farther away but within half Move forward, or Move and Attack if
those options are impossible. A subject who can’t attack the nearest ally in
one turn prepares to do so, dropping a melee weapon to Ready a ranged one, using
Concentrate to cast a Missile spell, or – if without a ranged attack – taking a
full Move toward the chosen target.
Movement is always as direct as
possible, without regard for battle formations or who ends up behind whom. Subjects
suffer unavoidable penalties for their attacks (e.g., distance and visibility
for ranged attacks, or the Move and Attack penalty), but won’t take optional
penalties for hit location, Deceptive Attack, Rapid Strike, etc. unless final
skill would be 16+. Similarly, they won’t try to “spoil” attacks by, for
instance, taking Move and Attack if they could Attack, or shifting their weapon
to the off hand. For one turn, they truly want to kill their allies.
Attacks must likewise be as damaging
as possible, never “pulling punches,” always choosing the Strong option if
making an All-Out Attack, and using the deadliest attack mode or weapon (GM’s
decision) if there’s a choice. Anyone who can Fast-Draw a better weapon does
so; e.g., someone holding a dagger and wearing a holstered pistol drops the
blade, Fast-Draws the gun, and shoots. If this means expending a one-shot item,
expensive Missile spell, or limited-use ability, too bad!
Targets of these attacks may defend
normally if they see them coming. Attacks from allies are likely to come from
the back (no defense) or side (-2 to defend), however.
If you tie or lose, the subjects can
sense coercion coming from you. In addition, you cannot try to affect them
again within 24 hours.
Statistics:
Mind Control (Accessibility, Only on sapient beings, -10%; Accessibility, Only
to harm ally, -30%; Area Effect, 2 yards, +50%; Costs Fatigue, 2 FP, -10%;
Fixed Duration, +0%; Independent, +70%; Psychic, -30%; Reduced Duration, 1/180,
-40%; Suggestion, -40%; Takes Extra Time 1, -10%) [25]. Additional levels add
Area Effect (+50%) [+25].
Steal Energy
Keywords: None.
Full Cost: 12 points.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Touch.
Duration: Indefinite.
You can steal FP from a victim to
replenish your own. There is no resistance roll, but the subject must be either
willing or completely helpless. You must touch him constantly while stealing energy.
Every two seconds, he loses 3 FP, and you recover 1 FP.
Statistics:
Leech 3 (Costs Fatigue, 1 FP, -5%; Only Heals FP, -20%; Psychic, -30%; Takes
Extra Time 1, -10%) [12].
Steal Grace
Keywords: Resisted (DX).
Full Cost: 26 points for level 1 +
16 level/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 3 minutes.
The victim (who must be a sapient
living being) suffers temporary DX loss equal to the spell level. Lower all
skills based on DX by a like amount. Secondary characteristics are not
affected. However, the caster cannot lower the subject’s attribute below the subject’s
racial average (10 for a human). Thus, a subject must have an exceptional score
for this spell to work. The caster gains a bonus to DX equal to the imposed
penalty for the duration of the spell.
Statistics:
Affliction 1 (DX; Accessibility, Sapient living beings only, -15%; Attribute
Penalty, DX-1, +10%; Based on DX, +20%; Costs Fatigue, 1 FP, -5%; Fixed
Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%;
No Signature, +20%; Penalty cannot lower the attribute below racial average,
-50%; Psychic, ‑30%) [12] + DX+1 (Extended Duration
on Trigger, 3x, +20%; Not more than the stolen DX, -20%; Trigger, Stolen DX,
Illegal, Common, -30%) [14]. Additional levels add extra DX-1, +10% to the
Affliction and extra levels of DX [+16/level].
Steal Might
Keywords: Resisted (ST).
Full Cost: 26 points for level 1 +
16 level/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 3 minutes.
The victim (who must be a sapient
living being) suffers temporary ST loss equal to twice the spell level. Lower
all skills based on ST by a like amount. ST penalties also reduce BL and
damage. HP is not otherwise affected. However, the caster cannot lower the
subject’s attribute below the subject’s racial average (10 for a human). Thus,
a subject must have an exceptional score for this spell to work. The caster
gains a bonus to ST equal to the imposed penalty for the duration of the spell.
Statistics:
Affliction 1 (ST; Accessibility, Sapient living beings only, -15%; Attribute
Penalty, ST-2, +10%; Based on ST, +20%; Costs Fatigue, 1 FP, -5%; Fixed
Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%;
No Signature, +20%; Penalty cannot lower the attribute below racial average,
-50%; Psychic, ‑30%) [12] + ST+2 (Extended Duration
on Trigger, 3x, +20%; Not more than the stolen ST, -20%; Trigger, Stolen ST,
Illegal, Common, -30%) [14]. Additional levels add extra ST-2, +10% to the
Affliction and 2 extra levels of ST [+16/level].
Steal Skill
Keywords: Resisted (Will).
Full Cost: 56 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: 1 mile.
Duration: 1 minute.
You can “tap into” the mind of a
sapient subject you can see or hear, and steal their knowledge. You can steal
the equivalent of 4 character points in a single skill (e.g., if you learned a
Hard skill, you would know it at IQ+0). You cannot have more points in the
skill than the person you’re stealing it from does. If the distance between you
and the subject becomes more than a mile, you lose the stolen skill!
Statistics: Telepathic
Learning 4 (Costs Fatigue, 1 FP, -5%; Limited, One Skill, -10%; Power Theft,
+200%; Reduced Time 2, +40%; Psychic, -30%; Requires a Will vs. Will roll,
-15%; Vision- or Hearing-Based, -15%) [56]. Note:
The Power Theft enhancement was borrowed from the Leech advantage.
Steal Vigor
Keywords: Resisted (HT).
Full Cost: 24 points for level 1 +
16 level/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 3 minutes.
The victim (who must be a sapient
living being) suffers temporary HT loss equal to twice the spell level. Lower
all skills based on HT by a like amount. Secondary characteristics are not
affected. However, the caster cannot lower the subject’s attribute below the subject’s
racial average (10 for a human). Thus, a subject must have an exceptional score
for this spell to work. The caster gains a bonus to HT equal to the imposed
penalty for the duration of the spell.
Statistics:
Affliction 1 (HT; Accessibility, Sapient living beings only, -15%; Attribute
Penalty, HT-2, +10%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Malediction
1, +100%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%;
Penalty cannot lower the attribute below racial average, -50%; Psychic, ‑30%) [10] + HT 2 (Extended Duration on Trigger, 3x, +20%; Not more than
the stolen HT, -20%; Trigger, Stolen HT, Illegal, Common, -30%) [14].
Additional levels add extra HT-2, +10% to the Affliction and 2 extra levels of
HT [+16/level].
Steal Vitality
Keywords: None.
Full Cost: 19 points.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Touch.
Duration: Indefinite.
You can steal HP from a victim to
replenish your own. There is no resistance roll, but the subject must be either
willing or completely helpless. You must touch him constantly while stealing
vitality. Every two seconds, he loses 3 HP, and you recover 1 HP.
Statistics:
Leech 3 (Costs Fatigue, 1 FP, -5%; Psychic, -30%; Takes Extra Time 1, -10%) [19].
Steal Wisdom
Keywords: Resisted (IQ).
Full Cost: 26 points for level 1 +
16 level/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 3 minutes.
The victim (who must be a sapient
living being) suffers temporary IQ loss equal to the spell level. Lower all
skills and spells based on IQ by a like amount. IQ reductions also apply to
Will and Perception. However, the caster cannot lower the subject’s attribute
below the subject’s racial average (10 for a human). Thus, a subject must have
an exceptional score for this spell to work. The caster gains a bonus to IQ
equal to the imposed penalty for the duration of the spell.
Statistics:
Affliction 1 (IQ; Accessibility, Sapient living beings only, -15%; Attribute
Penalty, IQ-1, +10%; Based on IQ, +20%; Costs Fatigue, 1 FP, -5%; Fixed
Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C, Cannot Parry, -35%;
No Signature, +20%; Penalty cannot lower the attribute below racial average,
-50%; Psychic, ‑30%) [12] + IQ+1 (Extended Duration
on Trigger, 3x, +20%; Not more than the stolen IQ, -20%; Trigger, Stolen IQ,
Illegal, Common, -30%) [14]. Additional levels add extra IQ-1, +10% to the
Affliction and extra levels of IQ [+16/level].
Stop Healing
Keywords: Resisted (HT).
Full Cost: 41 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 week.
The subject’s body stops healing
naturally. The subject can never heal naturally and cannot steal HP from
others, but can still be healed with magic healing spells.
Statistics:
Affliction 1 (HT; Costs Fatigue, 1 FP, -5%; Disadvantage, Unhealing (Total),
+30%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Malediction 2,
+150%; No Signature, +20%; Psychic, ‑30%) [41].
Strengthen Will
Keywords: Buff.
Full Cost: 14 points for level 1 + 5
points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 3 minutes.
You increase the sapient target’s Will
by 1 per level of this spell for 3 minutes.
Statistics:
Affliction (HT; Accessibility, Only on sapient beings, -10%; Advantage, Strengthen
Will 1, +50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Increased 1/2D,
10x, +15%; No Signature, +20%; Psychic, -30%) [14]. Additional levels add further
Strengthen Will to the Advantage enhancement (+50%) [+5]. Note: Each level of “Strengthen Will” is Will+1 [5].
Suggestion
Keywords: Resisted (Will).
Full Cost: 63 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 9 minutes.
You can send silent telepathic
commands to a sapient subject. If the subject fails to resist, you can give him
a simple command; see the Suggest skill (p. B191) for guidelines. Any order
that goes against the subject’s values or sense of self-preservation triggers
another resistance roll, possibly at a bonus. The suggestion only lasts as long
as the spell lasts.
The subject remembers everything he
did, but he is convinced that he chose to do so. He will react to behavior too
bizarre to be rationalized by pushing it out of his mind and not thinking about
it. Hypnotism, Psychology, and Telepathy can be used to eventually bring out
the truth.
If you tie or lose, the subject can
sense coercion coming from you. In addition, you cannot try to affect him again
within 24 hours.
Statistics:
Mind Control (Accessibility, Only on sapient beings, -10%; Costs Fatigue, 1 FP,
-5%; Extended Duration, 3x, +20%; Fixed Duration, +0%; Independent, +70%;
Psychic, -30%; Rationalization, +20%; Suggestion, -40%) [63].
Summon Spirit
Keywords: Information.
Full Cost: 13 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 minute.
Range: Touch.
Duration: Instantaneous.
By touching a corpse, you can force its
spirit to answer any one specific question that he can answer with a brief
sentence. To cast the spell, you must first touch your subject, concentrate for
one second, and make an IQ roll. You must also share a language with him.
The subject cannot resist, but your
IQ (plus Talent) roll takes the following penalties: -5 if you don’t know the subject’s
full name. -1 if it has been more than a week since the subject’s death, -2 if
more than a month, -3 if more than a year, -4 if more than 10 years, -5 if more
than 50 years, and -6 if more than 500 years; and you only get one try. If you win, you contact the
spirit and force it to give you the answer. The answer is what the subject
believes to be true – if he doesn’t know, he’ll tell you.
Statistics: Mind
Probe (Accessibility, Only on corpses, -20%; Cosmic, Works on the dead, +50%; Costs
Fatigue, 1 FP, -5%; Immediate Preparation Required, 1 minute, -30%; Psychic, -30%)
[13]. Feature: Time penalty replaces
the normal Quick Contest.
Synapse Overload
Keywords: Resisted (HT).
Full Cost: 37 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.
You cause the sapient 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 sapient creatures with a nervous
system, -20%; Costs Fatigue, 1 FP, -5%; Link, +10%; Malediction 2, +150%; No
Signature, +20%; Psychic, -30%) [24] + Burning Attack 1d (HT; Accessibility,
Only on sapient creatures with a nervous system, -20%; Based on HT, +20%; Link,
+10%; Malediction 2, +150%; No Incendiary Effect, -10%; No Signature, +20%;
Psychic, -30%; Surge, +20%) [14].
Synaptic Pulse
Keywords: Area (Leveled), Resisted
(Will).
Full Cost: 28 points for level 1 + 5
points/additional level.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
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%; Costs Fatigue, 1 FP, -5%; Emanation, -20%; Malediction
2, +150%; No Signature, +20%; Psychic, -30%; Variable, Area, +5%) [28].
Additional levels add Area Effect (+50%) [+5].
Telepathic Overload
Keywords: Resisted (HT or Will).
Full Cost: 49 points.
Casting Roll: Will.
Cost: 4 FP.
Casting Time: 2 seconds.
Range: Unlimited.
Duration: Instantaneous.
Attempts to directly and fatally
overload even the most rudimentary of brains. This spell is effective against
any physical IQ 1+ entity! The subject may resist using the better of HT (brain)
or Will (mind). If the victim fails to resist, the brain is burned out, its
functions suspended and memories deleted. The victim collapses immediately. The
body lives on for HT/3 minutes, but the person
is gone barring an Instant Restoration spell cast within that window of
opportunity.
Statistics:
Affliction 1 (HT; Accessibility, Only against physical IQ 1+ entities, -10%; Costs
Fatigue, 4 FP, -20%; Heart Attack, Variant, +300%; Malediction 2, +150%; No
Signature, +20%; Nuisance Effect, Multiple ways to resist, -10%; Psychic, -30%;
Takes Extra Time 1, -10%) [49].
Telepathy
Keywords: None.
Full Cost: 35 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.
The caster can hold a two-way
conversation with another person. Range is theoretically unlimited, but the IQ
roll to cast this spell takes the range penalties given under Long-Distance Modifiers (p. B241). If
the caster cannot see or otherwise sense his subject, he has an additional
penalty: -1 for family, lovers, or close friends; -3 for casual friends and
acquaintances; or -5 for someone met only briefly.
If successful, the subject hears the
caster’s voice and may immediately respond. If he does not wish to speak with the
caster, it’s a free action for him to mute the caster’s voice to a whisper. The
caster may maintain a connection with that subject for as long as he’d like. No
further rolls are normally required unless the range penalty worsens.
Statistics: Mind
Reading (Accessibility, Projected thoughts only, -20%; Link, +10%; Psychic, -30%;
Telecommunication, -20%) [12] + Telesend (Costs Fatigue, 1 FP, -5%; Link, +10%;
Psychic, -30%) [23].
Tell Age
Keywords: Information.
Full Cost: 9 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
This spell tells the caster age of
the subject. On a failure, the caster does not learn anything, and cannot
attempt to learn age of the same subject again for 24 hours.
Statistics: Psychometry
(Accessibility, Only to learn age, -30%; Active Only, -20%; Costs Fatigue, 1
FP, -5%; Psychic, -30%; Sensitive, +30%) [9].
Tell Position
Keywords: Information.
Full Cost: 1 point.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.
Tells the caster the subject’s exact
distance, azimuth, and altitude relative to the caster. The caster must be able
to see the subject. Error is around 5%; where relevant, the GM will secretly
roll 2d-7 for the percentage, keeping negative numbers.
Statistics: Eye
for Distance (Costs Fatigue, 1 FP, -5%; Psychic, -30%) [1].
Tell Time
Keywords: Information.
Full Cost: 1 point.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.
Tells the caster what time it is –
as well as the day and year, should that be in doubt.
Statistics: Accessory
(Clock; Costs Fatigue, 1 FP, -5%; Psychic, -30%) [1].
Tell Weight
Keywords: Information.
Full Cost: 1 point.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
Tells the caster weight of the
touched subject.
Statistics: Accessory
(Scales; Costs Fatigue, 1 FP, -5%; Psychic, -30%) [1].
Terror
Keywords: Area (Fixed).
Full Cost: 36 points for level 1 + 12
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Instantaneous.
See GURPS Thaumatology: Sorcery, p. 21. Can only affect sapient beings.
Statistics:
Terror (Accessibility, Only on sapient beings, -10%; Costs Fatigue, 1 FP, -5%;
Presence, +25%; Psychic, -30%; Ranged, +40%) [36]. Additional levels add -1 to
the Fright Check [+12].
Thoughtsense
Keywords: Information.
Full Cost: 66 points.
Casting Roll: Per.
Cost: 1 FP.
Casting Time: None.
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. Unlike other psychic
spells, this spell does not require
you to always use All-Out Concentrate.
Statistics:
Detect (Conscious Minds; Cannot Analyze, -10%; Costs Fatigue, 1 FP, -5%;
Reflexive, +40%; Precise, +100%; Psychic with no All-Out, -5%) [66].
Tongues
Keywords: Buff.
Full Cost: 73 or 133 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.
The basic (73-point) version of this
spell grants the sapient subject the ability to speak every language at
Accented (or Native, if the subject has Language Talent), excluding alien
languages. The improved (133-point) version of this spell includes alien
languages, though the subject may need special technology (or the Mimicry
advantage) to produce the correct sounds.
Statistics:
Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Tongues,
+600%; Costs Fatigue, 1 FP, -5%; Extended Duration, 10x, +40%; Fixed Duration,
+0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [73]. Notes: “Tongues” is Omnilingual (Cosmic,
Universal Translator, +50%) [60]. The improved version improves Omnilingual to
Xeno-Omnilingual [+60]. The advantages may be found in Pyramid #3-54, page 29.
Touch of Idiocy
Keywords: Obvious, Resisted (Will).
Full Cost: 19 points.
Casting Roll: Will. Use DX or
unarmed combat skills to hit.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 3 minutes.
Your touch mentally weakens the sapient
victim, if he fails to resist with Will. The victim temporarily loses 4 IQ. Lower
all skills and spells based on IQ by a like amount. IQ reductions also apply to
Will and Perception.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Attribute
Penalty, IQ-4, +40%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Fixed
Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Psychic, -30%)
[19].
Touch of Weakness
Keywords: Resisted (HT).
Full Cost: 15 points.
Casting Roll: Will. Use DX or
unarmed combat skills to hit.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: 3 minutes.
Your touch physically weakens the
victim, if he fails to resist with HT. The victim suffers temporary ST loss
equal to your margin of victory (maximum -10). Lower all skills based on ST by
a like amount. ST penalties also reduce BL and damage. HP is not otherwise
affected. This spell can only affect living beings.
Statistics:
Affliction 1 (HT; Accessibility, Only on living beings, -10%; Attribute
Penalty, ST-10, +50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%;
Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Penalty
cannot exceed margin of victory, -50%; Psychic, -30%) [15].
Tower of Iron Will
Keywords: Area (Fixed).
Full Cost: 30 points.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 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). Unlike other psychic spells, this spell does not require you to always use All-Out Concentrate.
Statistics: Mind
Shield 3 (Affect Others 1, +50%; Always On, -10%; Area Effect, 4 yards, +100%;
Costs Fatigue, 1 FP, -5%; Force Field, +20%; Psychic with no All-Out, -5%) [30].
Trace
Keywords: Information.
Full Cost: 11 points.
Casting Roll: Per.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Indefinite.
The caster can track anyone or anything. As long as the spell is maintained, the caster will know the direction and distance to the subject. Either the subject must be visible to the caster when the spell is first cast, or the caster must first cast Seeker successfully.
The casting roll takes Long-Distance Modifiers (p. B241). If during the spell’s duration the subject moves away enough to increase the range penalty, then the caster must make a new Per roll.
Statistics: Slotted Cosmic Power 1 (9) (Costs Fatigue, 1 FP, -5%; Either/Or (Vision-Based, Reversed, -20% or Nuisance Effect, Must have tracked the subject with Seeker first, -5%), -1%; Limited, Trait, Detect, -50%; Psychic, -30%) [18]. Note: Effectively, this spell emulates effects of the Detect (Subject; Rare) [5] advantage with Cannot Analyze, -10%; Reflexive, +40%; and Long-Range 1, +50% for the total cost of 9 points.
Trace Labyrinth
Keywords: None.
Full Cost: 2 points.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Indefinite.
As long as the spell is active, it
will create a magical trace of the caster’s movement, which everyone can see as
a faintly glowing line. After the spell lapses, the trace extends no further,
but remains visible as long as the caster is underground, and vanishes
immediately when he leaves.
Statistics: Absolute
Direction (Accessibility, Only underground, -30%; Costs Fatigue, 1 FP, -5%;
Psychic, -30%; Trace Stays, +15%; Visible, -10%) [2].
Trace Teleport
Keywords: Information.
Full Cost: 13 points.
Casting Roll: Per. Use IQ for
analysis.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.
When cast soon after someone or something
teleports, timeports or plane-shifts in or out, this spell gives the caster a
vision of the destination of the teleported subject. The GM will secretly roll
against the caster’s Per minus range penalties (p. B550) to the subject,
teleportation of which the caster must have witnessed. The follow-up IQ roll
will give the caster a good idea of the magnitude of the roll penalty involved
to cast the spell or use the ability. On a critical success, the actual destination
will be known, but any success gives the caster enough of a sense of the
destination to follow, if he does so within a minute of casting Trace Teleport.
The spell operates at a cumulative -1 for each minute that elapses between the
teleport and the casting.
Statistics:
Detect (Teleportation; Accessibility, The caster must witness the
teleportation, -15%; Analyzing, +100%; Costs Fatigue, 1 FP, -5%; Nuisance
Effect, Time Penalties, -20%; Psychic, -30%) [13].
True Seeing
Keywords: Buff.
Full Cost: 29 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 30 minutes.
This spell allows the subject to see
through illusions of any kind.
Statistics:
Affliction 1 (HT; Advantage, True Seeing, +150%; Costs Fatigue, 1 FP, -5%; Extended
Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No
Signature, +20%; Psychic, ‑30%) [29]. Note: “True Seeing” is See Invisible (Illusion) [15].
Truthsayer
Keywords: Resisted (IQ).
Full Cost: 6 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: Instantaneous.
Perform a Quick Contest of caster's Will
versus the subject’s IQ (or Fast-Talk or Acting skill, if appropriate). Success
lets the caster pinpoint if a phrase spoken in the last five minutes by the subject
was a lie, or if the last statement uttered by the subject was a lie, caster's
choice. The caster can voluntarily penalize his casting roll; for each -1
penalty to the roll, he can reach an additional 5 minutes into the past.
Statistics: Unusual
Training (Detect Lies) [1] + Detect Lies (H) Per+0 (Based on Will, +20%; Costs
Fatigue, 1 FP, -5%; No Signature, +20%; Psychic, -30%; Time Spanning, Past, (Reduced
Range, 1/200, 5 minute intervals instead of 24 hour intervals, -70% Short-Range
2, -1 penalty for every 5 minutes back, -20%), +10%) [5].
Turn Spirit
Keywords: Resisted (Will).
Full Cost: 29 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.
This spell causes a spirit to
retreat from the caster and be unwilling to come within 10 yards of him.
Statistics:
Affliction 1 (Will; Accessibility, Only spirits, -40%; Based on Will, +20%; Costs
Fatigue, 1 FP, -5%; Disadvantage, Dread (10 yards), +57%; Fixed Duration, +0%;
Malediction 2, +150%; No Signature, +20%; Psychic, ‑30%) [29].
Turn Zombie
Keywords: Area (Leveled).
Full Cost: 64 points for level 1 + 10
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: Instantaneous. Undead who flee
will remain affected for 15 hours.
Every zombie in the area takes 2d of
crushing damage. (Here, “zombie” means any mindless undead creature animated by
magic.) Their DR does not protect! In addition, every zombie must immediately
roll against HT+DR; this is an unopposed roll, not a Quick Contest. If that roll
fails, that zombie immediately flees from the caster and will not approach him
again for the next 15 hours.
Statistics: Affliction 1 (HT;
Accessibility, Zombies only, -50%; Area Effect, 2 yards, +50%; Costs Fatigue, 1
FP, -5%; Disadvantage, Dread, +30%; Extended Duration, 300x, +100%; Fixed
Duration, +0%; Link, +10%; No Signature, +20%; Psychic, -30%; Variable, Area,
+5%) [23] + Crushing Attack 2d (Accessibility, Zombies only, -50%; Area Effect,
2 yards, +50%; Cosmic, Irresistible attack, +300%; Link, +10%; No Signature, +20%;
Psychic, -30%; Variable, Area, +5%) [41]. Additional levels add Area Effect
(+50%) to Affliction [+5] and Crushing Attack [+5].
Vexation
Keywords: Resisted (Will).
Full Cost: 29 points.
Casting Roll: IQ.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.
The caster makes the subject being
less persuasive to a single other person. When that other person makes a
reaction roll to determine his reaction towards this spell’s subject, the roll
gets a -5 penalty. The spell ends once this reaction roll is made.
Statistics: Affliction
1 (Will; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Vexation,
+12%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Malediction 2, +150%; No
Signature, +20%; Psychic, -30%) [29]. Note:
“Vexation” is Social Stigma (-5 penalty; Accessibility, Only against the
secondary subject, -50%) [-12].
Vigil
Keywords: Buff.
Full Cost: 41 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 1 day.
This spell allows the sapient subject
to go without sleep for a day with no ill effects.
Statistics:
Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Vigil,
+200%; Costs Fatigue, 1 FP, -5%; Extended Duration, 1,000x, +120%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [41].
Note: “Vigil” is Doesn’t Sleep [20].
Waves of Exhaustion
Keywords: Obvious.
Full Cost: 14 points/level.
Casting Roll: None. Use Innate
Attack (Beam) to hit.
Cost: 1 FP.
Casting Time: 1 second.
Range: 10 yards.
Duration: Instantaneous.
You fire a cone of negative energy
that does 1d fatigue damage per level. The spell spreads to affect everyone in
a cone-shaped area. Cones use special rules; see Area and Spreading Attacks (p. B413). The cone has a maximum width
of 5 yards at the spell’s maximum range. This spell has the 1/2D range of 2
yards.
Statistics: Fatigue
Attack 1d (Cone 5, +100%; Costs Fatigue, 1 FP, -5%; Increased 1/2D, x2, +5%; Psychic,
-30%; Reduced Range, 1/10, -30%) [14/level].
Weaken Blood
Keywords: Resisted (HT).
Full Cost: 39 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 1 day.
The subject gets the Hemophilia (p. B138)
disadvantage.
Statistics:
Affliction 1 (HT; Costs Fatigue, 1 FP, -5%; Disadvantage, Hemophilia, +30%;
Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 2, +150%; No
Signature, +20%; Psychic, -30%) [39].
Weaken Will
Keywords: Resisted (Will).
Full Cost: 25 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.
The sapient victim suffers temporary
Will loss equal to your margin of victory (maximum -10). Lower all skills based
on Will by a like amount.
Statistics:
Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will,
+20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Will-10, +50%; Fixed Duration,
+0%; Malediction 2, +150%; No Signature, +20%; Penalty cannot exceed margin of
victory, -50%; Psychic, ‑30%) [25].
Wisdom
Keywords: Buff.
Full Cost: 29 points for level 1 + 20
points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Cost: 1 FP.
Casting Time: 1 second.
Range: 100 yards.
Duration: 3 minutes.
You increase the sapient target’s IQ
by 1 per level of this spell for 3 minutes. This affects the IQ-based skills,
Will, Per, etc. Note that this increase of IQ will not affect casting rolls for spellcasters using such magic systems
as Ritual Path Magic or Incantation Magic.
Statistics:
Affliction (HT; Advantage, Wisdom 1, +200%; Costs Fatigue, 1 FP, -5%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Psychic, -30%) [29].
Additional levels add further Wisdom to the Advantage enhancement (+200%) [+20].
Note: Each level of “Wisdom” is IQ+1
[20].
Zombie
Keywords: None.
Full Cost: 16 points.
Casting Roll: None.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Indefinite, see text.
The caster touches a corpse and animates it. The nature and condition of the corpse determines the nature of the undead creature produced. The animated corpse becomes an undead servant of the caster.
If the undead is destroyed, the summoner must wait a full day to call replacements. Dismissing the undead is a free action, but you may only dismiss him if he is physically present. You can only cast this spell if your character’s point total is at least 2 times bigger than the undead creature’s.
Unlike most spells with an Indefinite duration, this spell drains FP at a rate of 1 FP per hour, not minute.
Statistics: Ally (Zombie; Built on 50%; Constantly, no roll required; Adjustable, Small Class, Cannot provide information, +50%; Conjured, +100%; Minion, +0%; Psychic, -30%; Requires a body, -20%) [16].
Zombie Summoning
Keywords: Resisted (Will).
Full Cost: 68 points.
Casting Roll: Per to detect, IQ to analyze, IQ to
assume control.
Cost: 1 FP.
Casting Time: 1 second.
Range: Unlimited.
Duration: 3 minutes.
After casting, the GM rolls against
the sorcerer’s Per, with a penalty based on the distance to the nearest zombie
(any undead creature created with the Zombie spell). This spell uses
long-distance modifiers. If successful, the caster knows the exact distance and
direction to the zombie, and may fist make a follow-up IQ roll to analyze the
target (for example, to determine its physical health) and then make another
follow-up IQ roll with the same penalty to call it to himself. It moves towards
the caster as fast as it can, until the spell ends or the zombie reaches the
immediate vicinity of the caster.
Once the zombie reaches the caster,
it stays nearby, without attacking, until the spell ends. The spell is broken if
the caster or one of his companions attacks the zombie.
Statistics: Detect
Zombie (Link, +10%; Lock-On, +50%; Long-Range 1, +50%; Precise, +100%; Psychic,
-30%; Selective Effect, +20%) [15] + Mind Control (Accessibility, Zombies Only,
-50%; Accessibility, Only to make the zombie travel to you, -80%; Cosmic,
Affects zombies, +50%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Independent,
+70%; Link, +10%; Long-Range 1, +50%; Psychic, -30%; Terminal Condition, Broken
if attacked, -10%) [53].
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