Tuesday 12 May 2020

Sorcery: Assorted Spells VI

Sorcery: Assorted Spells VI

I found two spells that I forgot to convert and several spells that I deemed inconvertible before.

Block
Keywords: None.
Full Cost: 7.5 points/level.
Casting Roll: IQ/2 + 3
Range: Self.
Duration: Instantaneous.

While this spell is active, the caster can momentarily create an invisible shield of pure force that moves to protect them from any frontal attack. Every time the caster is attacked from the front, they may make a casting roll as an active defense. Success grants a Defense Bonus against that attack equal to the level of the spell (up to four levels maximum), which is cumulative with that granted from an actual shield.
If the casting fails, all future castings cost an additional 1 FP until the next successful casting. If the caster drops to 3 FP or less from casting Block, they cannot cast this spell until all FP are replenished.
Statistics: Defense Bonus 1 (Active Defense, -40%; Directional, Front, -20%; Sorcery, -15%) [7.5/level]. Note: Defense Bonus is a meta-trait from GURPS Supers.


Charge Powerstone
Keywords: None.
Full Cost: 21 points.
Casting Roll: IQ. Special casting cost (see below).
Range: Touch.
Duration: Instantaneous.

The caster recharges a Powerstone (GURPS Magic, p. 69), transferring their own FP into it. Each FP spent to cast this spell (this spell may cost any amount of FP to cast, unlike normal spells) restores one point of energy to the stone. If used more than once per day on a given stone, apply a cumulative -3 penalty to the casting roll per successful energy restoration on that stone. This penalty accumulates until a full day has passed since the most recent restoration.
Every point restored is counted as an “advance” against future natural recharging. For example, if a 4-point Powerstone is recharged with this spell in a low-mana area, it will not begin to recharge for 4 weeks after it is used. If it is used, and then recharged again using this spell, it will be 8 weeks until the stone begins to recharge normally, and so on. The presence of multiple Powerstones does not inhibit the casting of this spell, but recharging requirements imposed by the quirks must be met. Attempts to ignore those requirements may cause the Powerstone to shatter.
On any ordinary failure with this spell, the Powerstone gains a new quirk. On a critical failure, the Powerstone cracks and is destroyed.
Statistics: Healing (Accessibility, Only on Powerstones, -10%; Heals Fatigue Only, -0%; Magical, -10%; Nuisance Effect, Quirk on a failure and destruction on a critical failure, -10%) [21]. Note: The Heals Fatigue Only, -0% allows restoring FP at the rate of 1:1.
  
Deflect Missile
Keywords: None.
Full Cost: 12.25 points/level.
Casting Roll: IQ/2 + 3
Range: Self.
Duration: Instantaneous.

While this spell is active, the caster can turn aside incoming missiles. When the caster is targeted by a ranged attack, they may roll to cast this spell as an active defense. If the spell succeeds, and if the attack’s basic damage is less than (Deflect Missile level) x 2 dice, the attack automatically misses. Convert all flat damage to dice (as per p. B269) for this determination. The GM should conceal the existence of this spell from the subject’s foes for as long as possible, saying that they just missed!
This spell protects against all types of damaging ranged attacks, from thrown weapons to energy-beam spells. It also deflects non-damaging ranged attacks; each level of Deflect Missile can negate two levels of Affliction or 10 levels of Binding. Against most area effects and explosions, it stops only the fragmentation damage (shrapnel), not the explosion itself.
If the casting fails, all future castings cost an additional 1 FP until the next successful casting. If the caster drops to 3 FP or less from casting Deflect Missile, they cannot cast this spell until all FP are replenished.
Statistics: Damage Resistance 7 (Active Defense, -40%; All-or-Nothing, ‑10%; Force Field, +20%; Limited, Ranged, ‑20%; Sorcery, -15%) [22.75/level] with each DR 7 converted into 2d per p. B269. The ruling on Affliction and Binding is from p. 168 of GURPS Powers.

Draw Together Shards
Keywords: Buff.
Full Cost: 177 points.
Casting Roll: None. Use DX or unarmed combat skill to hit.
Range: Touch.
Duration: 1 minute.

This spell must be cast on a ceramic shard. The shards of the item (clay pot, cuneiform tablet, clay statue or golem, etc.) begin moving quietly toward the ensorcelled piece. It might take days, months, or even years for all of the bits to arrive, especially if the bits have to crawl out of the sea, extricate themselves from a wall, or assemble themselves from dust. When all of the components come together, the item begins to regenerate 1 HP per second for 1 minute.
The time required for an item to reassemble itself is the number of pieces squared, in hours. Thus, a tablet broken into 12 pieces would take six days to gather. Double the time if the pieces are scattered over an area of a large city or county. Triple the time if even a single piece must cross the face of a large nation; quintuple the time if the pieces have to come through an ocean or large continent.
Statistics: Affliction 1 (HT; Accessibility, Only on ceramic, -50%; Advantage, Draw Together Shards, +1,750%; Fixed Duration, +0%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [177]. Notes: “Draw Together Shards” is Regeneration (Very Fast; Cosmic, Works on destroyed objects, +50%; Onset, Variable, -50%) [100] + Unkillable 1 (Cosmic, Works on destroyed objects, +50%) [75]. This version of Cosmic means it only works on destroyed objects.

Great Ward
Keywords: Area (Leveled).
Full Cost: 79 points for level 1 + 15 points/additional level (or fewer).
Casting Roll: IQ/2 + 3
Range: Self.
Duration: Instantaneous.

When this spell is active, the caster can attempt to cast this spell as an active defense, when somebody casts a spell that affects directly anyone in the area around them. Thus, Great Ward does not protect against missile spells. The first level of this spell extends Great Ward’s area of effect to two yards around the caster, and each additional level doubles the radius. A successful casting nullifies the effects of the spell on everyone in the area. However, the caster may opt to let the spell affect some of the targets if they are hostile, for example. To counter a given spell, the caster must also know the spell (or its close sorcerous equivalent if countering a spell using some other magic system) they are countering, i.e. be able to cast it as a known spell or via normal or hardcore improvisation.
The casting roll is modified by Talent and Combat Reflexes. If the caster tries to cast Great Ward more than once in a turn, the casting roll takes a cumulative -4 penalty per attempt after the first. The caster rolls at -4 if stunned and cannot cast Great Ward in situations where they would not get an active defense. If the casting fails, all future castings cost an additional 1 FP until the next successful casting. If the caster drops to 3 FP or less from casting Great Ward, they cannot cast this spell until all FP are replenished. This spell does not count as an active defense for the purpose of cumulative defense penalties.
Statistics: Static (Magic; Accessibility, Only spells the caster could cast, -5%; Active Defense, -40%; Area Effect, 2 yards, +100%; Selective Area, +20%; Sorcery, -15%; Switchable, +100%) [78] + Rules Exemption (Magical abilities can coexist with anti-magical Static) [1]. Additional levels add Area Effect (+50%) to Static [+15]. Notes: Active Defense being IQ-based is a special feature. The limitation value of Accessibility, Only spells the caster could cast is equal to -5% if the caster’s Sorcerous Empowerment is not limited in scope. If their Sorcerous Empowerment has the Limited Colleges or Limited Scope limitation, increase the value by the same number. Thus, the first level of this spell costs 76 points if the caster is limited to four colleges or the equivalent, 73 points if they are limited to three colleges, 70 points if they are limited to two colleges, and 67 points if they are limited to a single college.

Hardiness
Keywords: None.
Full Cost: 6.5 points/level.
Casting Roll: IQ/2 + 3
Range: Self.
Duration: Instantaneous.

While this spell is active, the caster can momentarily create an invisible field of pure force that protects them and their gear from damage. Every time the caster is attacked, they may make a casting roll as an active defense. Success increases their DR by twice the level of this spell (e.g. Hardiness 3 adds DR 6), cumulative with that from actual armor.
If the casting fails, all future castings cost an additional 1 FP until the next successful casting. If the caster drops to 3 FP or less from casting Hardiness, they cannot cast this spell until all FP are replenished.
Statistics: Damage Resistance 2 (Active Defense, -40%; Force Field, +20%; Sorcery, -15%) [6.5/level].


Lend Spell
Keywords: Buff.
Full Cost: 33 points for level 1 + 9 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

This spell grants the subject control over a maintainable spell already cast by the caster. The caster loses control over that spell. The “loaned” spell effect must be within 100 yards of the subject. When lending an area spell, the area must not be larger in radius in yards than this spell’s level. The loaned spell’s full cost cannot be higher than the point cost of the subject’s Sorcerous Empowerment. However, the scope limitations play no role in this – the caster could lend Light to the subject whose Sorcerous Empowerment is limited, for example, by Limited Colleges, Mind Control, -40%.
Lend Spell allows the subject to change parameters that the original caster had control over. For example, give mental orders via Animal Control (GURPS Thaumatology: Sorcery, p. 13), move Light (GURPS Thaumatology: Sorcery, p. 19), etc. From now on, the subject also must pay the maintenance cost of the loaned spell instead of the caster.
Statistics: Affliction 1 (HT; Accessibility, Only on other spellcasters, -30%; Advantage, Lend Spell 1, +240%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [33]. Additional levels add further Lend Spell to the Advantage enhancement (+90%) [+9]. Note: The first level of “Lend Spell” is Control Magic 1 (Accessibility, Only to control parameters of a spell cast by the caster, -50%; Magical, -10%; Ranged, +40%) [24]. Each additional level adds Control Magic +1 (Accessibility, Only to control parameters of a spell cast by the caster, -50%; Magical, -10%; Only increases area of effect, 50%; Ranged, +40%) [9/level].
  
Raise Cone of Power
Keywords: None.
Full Cost: 84 points for level 1 + 57 points/additional level.
Casting Roll: None. Does not cost FP.
Range: Self.
Duration: Indefinite.

This spell creates an immaterial Energy Reserve. The size of the Energy Reserve is equal to Raise Cone of Power level x 10.
The caster needs to have at least 2 assistants (who need not know this spell or even be spellcasters at all) standing in a circle to cast this spell. Energy accumulation requires a ritual that takes at least one hour of uninterrupted concentration. The amount of accumulated energy depends on the number of assistants: 1 point per hour with 2-5 assistants, 2 points per hour with 6-10 assistants, 4 points per hour with 11-20 assistants, and 8 points per hour with 21 or more assistants.
After the first hour, anyone involved in the casting can drop out of the ceremony (so long as one person who has this spell active remains involved), and take a Concentrate maneuver and make an IQ roll to draw on the Cone to power another spell, which must be cast starting on the next turn. This caster must be within 2 yards of the original caster of Raise Cone of Power. This can continue until the Cone is exhausted or the ceremony ends.
Statistics: Energy Reserve 10 (Magical; Affects Others 1, +50%; Area Effect, 2 yards, +50%; Requires IQ Roll from the User, -10%) [57/level] + Regeneration (Regular; Accessibility, Only with 2 assistants, -10%; ER Only, -0%; Magical, -10%; Nuisance Effect, Energy is restored at the end of one hour regardless of the number of assistants, -5%; Reduced Time 1, Limited by Accessibility, Only with 6 assistants (-20%), +18%; Reduced Time 1, Limited by Accessibility, Only with 11 assistants (-25%), +15%; Reduced Time 1, Limited by Accessibility, Only with 21 assistants (-30%), +14%; Requires Concentrate, -15%) [27]. Note: This spell originally appeared in GURPS Thaumatology.
 
Return Missile
Keywords: None.
Full Cost: 47.25 points/level.
Casting Roll: IQ/2 + 3
Range: Self.
Duration: Instantaneous.

While this spell is active, the caster can reflect incoming missiles back to the attackers. When the caster is targeted by a ranged attack, they may roll to cast this spell as an active defense. If the spell succeeds, and if the attack’s basic damage is less than (Return Missile level) x 2 dice, the attack is reflected at the attacker. Convert all flat damage to dice (as per p. B269) for this determination.
An attacker unaware that this spell is in place must roll against the lower of IQ or Per, at +3 for Danger Sense and +3 for Combat Reflexes, to realize it in time to get a defense. If the attacker is not physically present at the time of the attack, the missiles are just deflected harmlessly. Do not roll damage or apply special effects until after determining who (if anyone) is hit.
This spell protects against all types of damaging ranged attacks, from thrown weapons to energy-beam spells. It also deflects non-damaging ranged attacks; each level of Return Missile can negate two levels of Affliction or 10 levels of Binding. It doesn’t stop most area effects or explosions, though it does deflect fragmentation damage (shrapnel). The latter is reflected away harmlessly, since it originated from the explosion, not the attacker.
If the casting fails, all future castings cost an additional 1 FP until the next successful casting. If the caster drops to 3 FP or less from casting Return Missile, they cannot cast this spell until all FP are replenished.
Statistics: Damage Resistance 7 (Active Defense, -40%; All-or-Nothing, 10%; Force Field, +20%; Limited, Ranged, 20%; Reflection, +100%; Sorcery, -15%) [47.25/level] with each DR 7 converted into 2d per p. B269. The ruling on Affliction and Binding is from p. 168 of GURPS Powers.

Sovereign Ward
Keywords: None.
Full Cost: 45 points.
Casting Roll: IQ/2 + 3
Range: Self.
Duration: Instantaneous.

When this spell is active, the caster can attempt to cast this spell as an active defense, when somebody casts a spell that affects them or their personal equipment directly. Thus, Sovereign Ward does not protect against missile spells. A successful casting nullifies the effects of the spell on the caster. Unlike Ward, Sovereign Ward does not require the caster to be able to cast the spell they are countering.
The casting roll is modified by Talent and Combat Reflexes. If the caster tries to cast Sovereign Ward more than once in a turn, the casting roll takes a cumulative -4 penalty per attempt after the first. The caster rolls at -4 if stunned and cannot cast Sovereign Ward in situations where they would not get an active defense. If the casting fails, all future castings cost an additional 1 FP until the next successful casting. If the caster drops to 3 FP or less from casting Sovereign Ward, they cannot cast this spell until all FP are replenished. This spell does not count as an active defense for the purpose of cumulative defense penalties.
Statistics: Static (Magic; Active Defense, -40%; Sorcery, -15%; Switchable, +100%) [44] + Rules Exemption (Magical abilities can coexist with anti-magical Static) [1]. Notes: Active Defense being IQ-based is a special feature. This spell originally appeared in GURPS Magical Styles: Dungeon Magic.

Telecast
Keywords: None.
Full Cost: 168 points.
Casting Roll: IQ. Special casting time (see below).
Range: Unlimited*.
Duration: Indefinite.

After concentrating for one minute, the sorcerer creates a floating replica of an eye that they can see through. The casting roll takes the range penalties given under Long-Distance Modifiers (p. B241). If the caster cannot see the casting point, but can specify direction and distance to it, the casting roll is at 5. On failure by 1, the spell creates the Wizard Eye in another valid location of the GMs choosing.
The sorcerer cannot change the eye’s position and facing without recasting the spell. However, while inside a moving object, the Wizard Eye will move with that object with no special concentration on the user’s part.
The eye functions as an extension of the sorcerer’s body, allowing it to deliver spells that require a touch (although, that is difficult, considering the fact that the eye is immobile) or act as the origination point of ranged spells. For the purpose of range-dependent abilities (e.g., spells cast on or by the sorcerer), use the shortest of the range from their body and from the Wizard Eye.
In combat, the sorcerer specifies whether they’re giving priority to natural sight or the Wizard Eye at the start of each turn. All tasks that depend on the deprioritized sight source are at 4, including casting rolls. Voluntarily moving the Wizard Eye automatically gives it priority.
Wizard Eye can be attacked and destroyed. Treat it as an SM-9 object with no DR (regardless of the user’s natural DR) and HP equal to the caster’s HP/10. Should the eye be destroyed, the sorcerer loses the ability to cast this spell for five minutes.
Statistics: Clairsentience (Aware, +50%; Breakable, DR 0, SM-9, 20%; Clairvoyance, 10%; Cosmic, The eye is considered to be a part of the caster’s body for the purpose of range-dependent abilities and spell delivery, +50%; Fixed Range, 5%; Increased Range, 2,000,000x, +190%; No Strain, +25%; Nuisance Effect, Cannot concentrate to move the eye or change facing, -10%; Short-Range 1, -10%; Sorcery, 15%; Visible, 10%) [168]. Note: The No Strain enhancement was borrowed from Warp.
* Unlimited range assumes a global range on an Earth-like world. The actual range is 20,000,000 yards or 11,363 miles.


Trap Magical Essence
Keywords: Resisted (Will + Magery).
Full Cost: 66 points for level 1 + 8 points/additional level.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: Truly Permanent.

This spell permanently removes transfers a part of a living creature’s magical essence to the caster. The caster must perform a ritual that lasts one hour. This requires unbroken physical contact with the creature, so it usually is only possible when the victim is helpless. The victim must be killed by the caster at the end of the ritual, then roll a Quick Contest of IQ against the victim’s Will + Magery (or Sorcery Talent). If the caster wins, total the victim’s character points in magical traits, such as Energy Reserve (Magical), Magery, Improved Magic Resistance, Sorcerous Empowerment, Sorcery Talent. Optionally, the GM may let the caster include any abilities with the Magical limitation. For every full 30 points, the caster gains one point to spend on those advantages only. However, the caster cannot gain more points this way from a single sacrifice than this spell’s level. In any case, the caster must spend these point immediately, but he may supplement them with unspent points. Points insufficient to buy anything are lost.
If the victim is resurrected, they’ll be missing character points equal to what the caster stole. Details are up to the GM. This needn’t involve the abilities noted above.
This spell’s effect is Truly Permanent – it cannot be dispelled, even with Remove Curse. However, a critical failure with this spell costs the caster a level of Sorcery Talent (or a level of Magery or Sorcerous Empowerment; this is up to the GM)!
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Cumulative, +400%; Extended Duration, Truly Permanent, +300%; Immediate Preparation Required, 1 hour, -75%; Nuisance Effect, Magery loss on critical failure, -10%; Requires a Quick Contest of IQ vs. Will + Magery, -15%; Sorcery, -15%; Special Enhancement 1, +80%; Trigger, Killing a living creature with magical abilities, -60%) [66]. Notes: The victim adding their Magery level to their resistance roll is a special feature. Each level of Special Enhancement is Variable Enhancement, Any 1-point trait, Only magical abilities (-20%), +80%. Each additional level adds further Special Enhancement (+80%) [+8].


Turn Blade
Keywords: None.
Full Cost: 15 points.
Casting Roll: IQ/2 + 3
Range: Self.
Duration: Instantaneous.

While this spell is active, the caster can create a momentary force to twist blades that strike them. For the purpose of this spell a blade is any melee weapon being used in a manner that inflicts cutting damage. When the caster is attacked by such a weapon, they may roll to cast this spell as an active defense. Success means that caster is hit with the flat of the blade, not the cutting edge, so the attack does crushing damage rather than cutting. In addition, the sudden, wrenching turn of the weapon makes it difficult to hold onto; the attacker must roll against ST with the following modifiers: +2 for a two-handed weapon; +2 once the attacker is aware that his target is protected by this spell; 1 per 2 points of basic damage that he rolled (to no worse than 5). On a failure, he drops his weapon! On success by 02, his weapon becomes unready. Success by 3+ causes him no ill effects.
If the casting fails, all future castings cost an additional 1 FP until the next successful casting. If the caster drops to 3 FP or less from casting Turn Blade, they cannot cast this spell until all FP are replenished.
Statistics: Damage Resistance 10 (Accessibility, Only to disarm, not break, 20%; Active Defense, -40%; Limited, Cutting blades, 60%; Link, +10%; Provides no DR, 100%; Reflection, Variant, +100%; Sorcery, -15%) [10] + Injury Tolerance (Damage Reduction 1.5; Active Defense, -40%; Limited, Cutting blades, 60%; Link, +10%; Magical, 10%) [5]. As a special effect, the reduced damage is treated as crushing for all purposes. The damage-to-disarm rule unifies those from p. 11 of GURPS Gun Fu and p. B401. Injury Tolerance 1.5 has a base cost of 25 points, by induction.

4 comments:

  1. I wonder how you inferred this feature of the spell from its statistics.

    "If the casting fails, all future castings cost an additional 1 FP until the next successful casting. If the caster drops to 3 FP or less from casting Block, they cannot cast this spell until all FP are replenished."

    I am not challenging it. I just feel curiousity. I've seen that some spells have this sentence, but not all.

    ReplyDelete
    Replies
    1. This is how the Active Defense, -40% limitation works.

      Delete
  2. I've seen that powerstone spell seems to be not convertible, but when I was looking for this spell on forums I saw way to create it. What do you think of it? https://forums.sjgames.com/showthread.php?p=2424637
    I know that it's using modifier that in opinion of Kromm cant exist (No resistance roll), but I still think, that the way it made is kinda good

    ReplyDelete
    Replies
    1. The concept seems fine to me, although some parts definitely are incorrect:
      Touch Only, -10% should be replaced with Melee Attack, Reach C, Cannot Parry, -35%. Other than that, it seems okay, even though I would add a character point cost to this spell, as per normal Enchant, but the need for a rare gem probably should balance things out.

      Delete