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 GM’s 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 0‑2, 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.
I wonder how you inferred this feature of the spell from its statistics.
ReplyDelete"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.
This is how the Active Defense, -40% limitation works.
DeleteI'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
ReplyDeleteI 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
The concept seems fine to me, although some parts definitely are incorrect:
DeleteTouch 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.