Sorcery: Least Spells III
Even more spells converted from GURPS Magic: The Least of Spells. In addition, I decided to convert Staff from GURPS Magic that I deemed impossible to convert before.
Keywords: Missile, Obvious.
Full Cost: 1 point.
Casting Roll: None. Use Innate Attack (Projectile) to aim.
Range: 10 yards.
Duration: Instantaneous.
This spell launches a spark from your hand. Consult Making Things Burn (p. B433) – a target rated from Super-Flammable to Highly Flammable ignites immediately. Anything more resistant to fire may catch if this spell is cast repeatedly and continuously. Roll 3d after every 10 seconds of uninterrupted casting; Flammable materials (including dry wood) catch on a 16 or less, while Resistant ones catch only on a 6 or less.
This spell does no actual damage to the object, though it will likely take damage from the resultant fire.
Statistics: Burning Attack 1 point (Increased 1/2D, 10x, +15%; No Wounding, -50%; Reduced Range, 1/10, -30%; Sorcery, -15%) [1].
Emergency Staff
Keywords: Buff.
Full Cost: 6 points.
Casting Roll: None. Use DX or unarmed combat skills to hit.
Range: Touch.
Duration: Three seconds.
Temporarily enchants a magic staff – see Magic Staffs (GURPS Magic, p. 13) for just enough time to switch to a different spell and cast it.
Statistics: Affliction 1 (HT; Advantage, Emergency Staff, +10%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Reduced Duration, 1/20, -25%; Sorcery, -15%) [6]. Note: “Emergency Staff” is Magic Staff (Magical, -10%) [1].
Statistics: Affliction 1 (HT; Advantage, Emergency Staff, +10%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Reduced Duration, 1/20, -25%; Sorcery, -15%) [6]. Note: “Emergency Staff” is Magic Staff (Magical, -10%) [1].
Magician’s Minion
Keywords: Buff.
Full Cost: 25 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 1 day.
Subject can come within 10 yards of a Quick and Dirty enchantment process without inflicting -1 on the caster’s skill (GURPS Magic, p. 17). This effect doesn’t prevent an assistant from giving -1.
Alternatively, when used with the sorcerous enchantment system, this spell lets the subject count as a sorcerer that does not know Enchant or the spell being enchanted for the purpose of being an assistant (GURPS Thaumatology: Sorcery, p. 32).
Statistics: Affliction 1 (HT; Advantage, Magician’s Minion, +10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [25]. Note: “Magician’s Minion” is Magician’s Minion (Magical, -10%) [1].
Oven Mitts
Keywords: None or Buff.
Full Cost: 1 or 12 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim the improved version.
Range: Self or 100 yards.
Duration: Indefinite or 1 minute.
Subject’s hands gain DR 1 vs. burning damage from heat or fire.
The basic (1-point) version of this spell benefits only the caster; it has an indefinite duration, which means it must be maintained. The improved (12-point) version can affect anyone, works at a distance, and does not need to be maintained; it has a fixed, lasting duration.
Statistics: The basic version is Damage Resistance 1 (Limited, Heat/Fire, -40%; Partial, Hands, -40%; Sorcery, -15%) [1]. The improved version is Affliction 1 (HT; Advantage, Oven Mitts, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [12]. Note: “Oven Mitts” is Damage Resistance 1 (Limited, Heat/Fire, -40%; Magical, -10%; Partial, Hands, -40%) [1].
Puff
Keywords: Obvious.
Full Cost: 1 point.
Casting Roll: None.
Range: Self.
Duration: 10 seconds.
This spell creates a thin stream of smoke that persists in the area for the duration, drifting with the wind. It does not block vision or cause any discomfort, but can be used as a signal or a bold refusal when blown into somebody’s face.
Statistics: Accessory (Smoking Pipe; Sorcery, -15%) [1].
Sorcerer’s Stand-In
Keywords: Buff.
Full Cost: 25 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 1 day.
Subject can hold an assistant’s place in a Slow and Sure enchantment (GURPS Magic, p. 18). The stand-in contributes no mage-days to the effort, while the person replaced cannot work on another enchantment – that counts as “loss of a mage,” ending the original project.
Alternatively, when used with the sorcerous enchantment system, this spell lets the subject spend CP instead of the sorcerer for the purposes of Personal Sacrifice (GURPS Thaumatology: Sorcery, p. 30).
Statistics: Affliction 1 (HT; Advantage, Sorcerer’s Stand-In, +10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [25]. Note: “Sorcerer’s Stand-In” is Sorcerer’s Stand-In (Magical, -10%) [1].
Keywords: Obvious.
Full Cost: 1 point.
Casting Roll: None.
Range: Self.
Duration: 10 seconds.
This spell creates a thin stream of smoke that persists in the area for the duration, drifting with the wind. It does not block vision or cause any discomfort, but can be used as a signal or a bold refusal when blown into somebody’s face.
Statistics: Accessory (Smoking Pipe; Sorcery, -15%) [1].
Sorcerer’s Stand-In
Keywords: Buff.
Full Cost: 25 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 1 day.
Subject can hold an assistant’s place in a Slow and Sure enchantment (GURPS Magic, p. 18). The stand-in contributes no mage-days to the effort, while the person replaced cannot work on another enchantment – that counts as “loss of a mage,” ending the original project.
Alternatively, when used with the sorcerous enchantment system, this spell lets the subject spend CP instead of the sorcerer for the purposes of Personal Sacrifice (GURPS Thaumatology: Sorcery, p. 30).
Statistics: Affliction 1 (HT; Advantage, Sorcerer’s Stand-In, +10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [25]. Note: “Sorcerer’s Stand-In” is Sorcerer’s Stand-In (Magical, -10%) [1].
Staff
Keywords: Buff.
Full Cost: 14 points.
Casting Roll: None. Special casting time.
Range: Touch.
Duration: Permanent.
Enchants a magic staff – see Magic Staffs (GURPS Magic, p. 13). The ritual takes 8 hours of uninterrupted work. This effect is permanent, but it can be dispelled.
Statistics: Affliction 1 (HT; Advantage, Staff, +10%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 8 hours, -90%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Sorcery, -15%) [14]. Note: “Staff” is Magic Staff (Magical, -10%) [1].
Keywords: Buff.
Full Cost: 14 points.
Casting Roll: None. Special casting time.
Range: Touch.
Duration: Permanent.
Enchants a magic staff – see Magic Staffs (GURPS Magic, p. 13). The ritual takes 8 hours of uninterrupted work. This effect is permanent, but it can be dispelled.
Statistics: Affliction 1 (HT; Advantage, Staff, +10%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 8 hours, -90%; Melee Attack, Reach C, Cannot Parry, -35%; No Signature, +20%; Sorcery, -15%) [14]. Note: “Staff” is Magic Staff (Magical, -10%) [1].
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