Sorcery: Unofficial Sorcery Errata
I spent more than a week looking through all of my sorcery spells and updating them. Some changes were minor, some spells have been reworked completely. While doing this, I noticed that some of the officially published spells seem to have some mistakes or inconsistencies - missed No Signature, +20% on Buffs and Resisted spells, ability to affect non-sapient creatures with Mind Control spells , and other minor stuff. GURPS Magic allows Mind Control spells to affect only IQ 6+ beings. I am of the opinion that this is done as a form of niche protection for Animal and Plant colleges, but I can see that this is a very setting-dependant limitation. Nonetheless, I decided to include it in this list.
Here's a list of my suggestions.
Alter Voice (GURPS Sorcery: Sound Spells, p. 4)
Remove "Unwilling subjects can resist normally."
Black Sphere (GURPS Sorcery: Protection and Warning Spells, p. 4)
Replace the statistics block with "Statistics: Affliction 1 (HT or other; Cosmic, Leaves no trace of victim or gear, +50%; Disadvantage, Fragile (Enhanced Unnatural), +100%; Heart Attack, +300%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, Multiple ways to resist, -10%; Sorcery, -15%) [70]. 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.". This changes the full cost from 110 points to 70 points.
Body of Wood (GURPS Thaumatology: Sorcery, p. 23)
Add No Signature, +20% to Affliction. This changes the full cost from 98 points to 100 points.
Cold (Pyramid #3-63, p. 7)
The version presented in Pyramid #3-63 is functionally very similar to the Cool spell from GURPS Thaumatology: Sorcery. My suggestion is to rework Cold as follows:
Cold (Unofficial Sorcery Errata)
Keywords: Resisted (HT).
Full Cost: 25 points for level 1 + 1 point/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: 30 seconds.
This spell lowers the ambient temperature in a 2-yard-radius area around an object, which usually causes the object to become colder as well. The temperature can be decreased by up to 20°F per level of the spell at a rate of 2°F per level of this spell. This will never do damage directly, but see Cold (p. B430) for effects. Upon casting the spell, the caster may decide to use a lower rate of temperature change and a lower maximum change.
Statistics: Affliction 1 (HT; Accessibility, Only on objects, -10%; Advantage, Cold 1, +10%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/6, -15%; Sorcery, 15%; Variable, +5%) [25]. Note: Each level of “Cold” is Temperature Control 1 (Cold, -50%; Emanation, -20%; Magical, -10%) [1]. Additional levels add more Cold to the Advantage enchantment (+10%) [+1].
Create Fire (Pyramid #3-63, p. 7)
Change the cost from 8 points for level 1 + 2 points/additional level to 10 points for level 1 + 2 points/additional level.
Deflect Energy (Pyramid #3-63, p. 13)
Replace the statistics block with "Statistics: Affliction 1 (HT;
Advantage, Deflect Energy, +320%; Extended Duration, 10x, +40%; Fixed Duration,
+0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [48]. Note:
“Deflect Energy” is Enhanced Dodge 3 (Limited, Energy, -20%; Magical, -10%)
[32]. This changes the full cost from 49 points to 48 points.
Delayed Message (GURPS Thaumatology: Sorcery, p. 24; GURPS Sorcery: Sound Spells, p. 5)
Add Hearing-Based, -20% to Telesend. This changes the full cost from 38 points to 32 points.
Disintegrate (GURPS Thaumatology: Sorcery, p. 20)
Remove Increased 1/2D, 10x, +15%. This changes the full cost from 47 points to 46 points.
Fast Fire (Pyramid #3-63, p. 8)
To make the spell scale and be closer to what is found in other books, replace it with the following:
Fast Fire (Unofficial Sorcery Errata)
Keywords: Area (Special).
Full Cost: 45 points for level 1 + 4 points/additional level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.
You can make a fire with a radius up to spell level in yards burn more quickly. It does double damage and consumes fuel at twice the normal rate.
Statistics: Control Fire 1 (Only to increase potency, -80%; Ranged, +40%; Sorcery, -15%) [9] + Control Fire +9 (Does not increase area, -50%; Only to increase potency, -80%; Ranged, +40%; Sorcery, -15%) [36]. Each additional level adds Control Fire +1 (Only increases area, -50%; Only to increase potency, -80%; Ranged, +40%; Sorcery, -15%) [4].
Statistics: Control Fire 1 (Only to increase potency, -80%; Ranged, +40%; Sorcery, -15%) [9] + Control Fire +9 (Does not increase area, -50%; Only to increase potency, -80%; Ranged, +40%; Sorcery, -15%) [36]. Each additional level adds Control Fire +1 (Only increases area, -50%; Only to increase potency, -80%; Ranged, +40%; Sorcery, -15%) [4].
Flame Jet (Pyramid #3-63, p. 8)
Replace the statistics block with "Statistics: Burning Attack (Destructive Parry, +10%; Jet, +0%; Melee-Capable, Reach 1, +15%; Reflexive, +40%; Sorcery, -15%) [7.5/level]. Note: Melee-Capable and Reflexive allow a jet to parry in this particular combination despite a jet normally being unable to do so." This changes the full cost from 5 points/level to 7.5 points/level.
Heat (Pyramid #3-63, p. 8)
The version presented in Pyramid #3-63 is functionally very similar to a reversed Cool spell from GURPS Thaumatology: Sorcery, which is closer to the Warm spell from GURPS Magic. My suggestion is to rework Heat as follows:
Heat (Unofficial Sorcery Errata)
Keywords: Resisted (HT).
Full Cost: 25 points for level 1 + 1 point/additional level.
Casting Roll: Will.
Range: Unlimited.
Duration: 30 seconds.
This spell raises the ambient temperature in a 2-yard-radius area around an object, which usually causes the object to become hotter as well. The temperature can be increased by up to 20°F per level of the spell at a rate of 2°F per level of this spell. This will never do damage directly, but see Heat (p. B434) for effects. Upon casting the spell, the caster may decide to use a lower rate of temperature change and a lower maximum change. Heat will be radiated away normally. Knowing melting points for various materials should come in handy!
Statistics: Affliction 1 (HT; Accessibility, Only on objects, -10%; Advantage, Heat 1, +10%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/6, -15%; Sorcery, 15%; Variable, +5%) [25]. Note: Each level of “Heat” is Temperature Control 1 (Emanation, -20%; Heat, -50%; Magical, -10%) [1]. Additional levels add more Heat to the Advantage enchantment (+10%) [+1].
Inspired Creation (GURPS Thaumatology: Sorcery, p. 20)
Add No Signature, +20% to Affliction. This changes the full cost from 30 points to 32 points.
Keen Hearing (GURPS Sorcery: Sound Spells, p. 7)
When using this spell as a Mind Control spell, add Accessibility, Only on sapient beings, -10% to Affliction and add "This spell can only affect sapient beings." at the end of the first paragraph. This changes the full cost from 18 points for level 1 + 2 points/additional level points to 17 points for level 1 + 2 points/additional level points.
Lesser Geas (GURPS Thaumatology: Sorcery, p. 21)
Add Accessibility, Only on sapient beings, -10% to Affliction. Change "a subject" in the first sentence to "a sapient subject". This changes the full cost from 54 points to 53 points.
Mental Stun (Pyramid #3-82, p. 13)
Add Accessibility, Only on sapient beings, -10% and No Signature, +20% to Affliction. Change "your target" in the first sentence to "a sapient target". This changes the full cost from 26 points to 27 points.
No-Smell (GURPS Thaumatology: Sorcery, p. 13)
Add No Area of Effect, -50% to No-Smell. This changes the full cost from 63 points to 53 points.
Protect Animals (GURPS Sorcery: Protection and Warning Spells, p. 9)
Change the name to Protect Animal.
Rain of Fire (Pyramid #3-63, p. 9)
To make the spell a proper Area (Leveled) spell, we should make it start at 2 yards, not 16 yards. The 1d-1 version for 2 yards costs 9 points, 4 yards costs 11 points, 8 yards costs 13 points. The 2d-2 version for 2 yards costs 16 points, 4 yards costs 20 points, 8 yards costs 23 points.
Relieve Madness (GURPS Thaumatology: Sorcery, p. 17)
When using this spell as a Mind Control spell, add Accessibility, Only on sapient beings, -10% to Mind Control and replace "a subject" with "a sapient subject" in the first sentence. This does not change the cost.
Resist Cold (Pyramid #3-63, p. 9)
Rework the spell using Resist (Element) spells from GURPS Sorcery: Protection and Warning Spells as examples. The resulting spell looks like the following:
Resist Cold
Keywords: Buff.
Full Cost: 65 points for level 1 +
40 points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The subject becomes virtually immune
to cold. He and all of his gear have DR equal to (spell level)x10 against cold
and ice – including not only Missile and Jet spells, but also spells that
bypass normal DR to cause direct, internal damage. Resistible cold effects
other than damage (e.g., a spell that freezes the flesh to grant the subject
Brittle) simply fail, as though the subject had successfully resisted. This
spell does not grant the subject
Temperature Tolerance.
Statistics: Affliction 1 (HT;
Advantage, Resist Cold 1, +490%; Extended Duration, 10x, +40%; Fixed Duration,
+0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [65].
Additional levels add further Resist Cold to Advantage (+400%) [+40]. Notes: “Resist Cold 1” is Damage
Resistance 10 (Force Field, +20%; Limited, Cold/Ice, -40%; Magical, -10%) [35]
+ Immunity to Noxious Cold Effects (Magical, -10%) [9] + Internal Damage
Resistance 10 (Limited, Cold/Ice, -40%; Magical, -10%) [5]. Further levels
increase both DRs by 10 [+40]. See GURPS
Sorcery: Protection and Warning Spells, p. 11 for internal defenses.
Resist Fire (Pyramid #3-63, p. 9)
Rework the spell using Resist (Element) spells from GURPS Sorcery: Protection and Warning Spells as examples. The resulting spell looks like the following:
Resist Fire (Unofficial Sorcery Errata)
Keywords: Buff.
Full Cost: 65 points for level 1 +
40 points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The subject becomes virtually immune
to fire. He and all of his gear have DR equal to (spell level)x10 against fire
and heat – including not only Missile and Jet spells, but also spells that
bypass normal DR to cause direct, internal damage. Resistible cold effects
other than damage (e.g., a spell that burns out the eyes to blind the subject)
simply fail, as though the subject had successfully resisted. This spell does not grant the subject Temperature
Tolerance.
Statistics: Affliction 1 (HT;
Advantage, Resist Fire 1, +490%; Extended Duration, 10x, +40%; Fixed Duration,
+0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [65].
Additional levels add further Resist Fire to Advantage (+400%) [+40]. Notes: “Resist Fire 1” is Damage
Resistance 10 (Force Field, +20%; Limited, Fire/Heat, -40%; Magical, -10%) [35]
+ Immunity to Noxious Fire Effects (Magical, -10%) [9] + Internal Damage
Resistance 10 (Limited, Fire/Heat, -40%; Magical, -10%) [5]. Further levels
increase both DRs by 10 [+40]. See GURPS
Sorcery: Protection and Warning Spells, p. 11 for internal defenses.
Scryguard (GURPS Thaumatology: Sorcery, p. 21)
Add No Area of Effect, -50% to Scryguard. This changes the full cost from 68 points to 58 points.
Slow Fire (Pyramid #3-63, p. 10)
To make the spell scale and be closer to what is found in other books, replace it with the following:
Slow Fire (Unofficial Sorcery Errata)
Keywords: Area (Special).
Full Cost: 25 points for level 1 + 4 points/additional level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Indefinite.
You can make a fire with a radius up to spell level in yards burn more slowly. It does half damage and consumes fuel at half the normal rate.
Statistics: Control Fire 1 (Only to decrease potency, -80%; Ranged, +40%; Sorcery, -15%) [9] + Control Fire +4 (Does not increase area, -50%; Only to decrease potency, -80%; Ranged, +40%; Sorcery, -15%) [16]. Each additional level adds Control Fire +1 (Only decreases area, -50%; Only to increase potency, -80%; Ranged, +40%; Sorcery, -15%) [4].
Terror (GURPS Thaumatology: Sorcery, p. 22)
Add Accessibility, Only on sapient beings, -10% to Terror. Add "This spell can only affect sapient beings." at the end of the first paragraph. This changes the full cost from 45 points for level 1 + 15 points/additional level to 42 points for level 1 + 14 points/additional level.
Walk Through Earth (GURPS Thaumatology: Sorcery, p. 15)
Add No Signature, +20% to Affliction. This changes the full cost of the basic version from 56 points to 58 points, and the full cost of the improved version from 72 to 74 points.
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