Monday 10 August 2020

Sorcery: Least Spells IX

 Sorcery: Least Spells IX

This post describes conversions of Plant, Protection and Warning, and Sound spells from GURPS Magic: The Least of Spells.

Anticipate
Keywords: Buff.
Full Cost: 26 points for level 1 + 15 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: One minute.

The subject defends against tricky attacks more easily. The total penalty to defend against attacks from the side, Deceptive Attacks, Dual-Weapon Attacks, and flails, and from Feints, is ‑1 less severe per level of this spell. Never gives a bonus.
Statistics: Affliction 1 (HT; Advantage, Anticipate 1, +150%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [26]. Additional levels add further Anticipate to the Advantage enhancement [+15]. Note: Each level of “Anticipate” is Defense Bonus 1 (Accessibility, Only to eliminate penalties against attacks from the side, Deceptive Attacks, Dual-Weapon Attacks, flails, and Feints, -40%; Magical, -10%) [15], a meta-trait from GURPS Supers.

Insect Repellent
Keywords: None or Buff.
Full Cost: 1 or 19 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim the improved version.
Range: Self or 100 yards.
Duration: Indefinite or 90 minutes.

The subject becomes unattractive to biting flies, mosquitoes, and similar natural vermin. As effective as repellent substances known at the caster’s TL.
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 (19-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 Accessory (Insect Repellent; Sorcery, -15%) [1]. The improved version is Affliction 1 (HT; Advantage, Insect Repellent, +10%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [19]. Note: “Insect Repellent” is Accessory (Insect Repellent; Magical, -10%) [1].

Ritual of Reaping
Keywords: None or Buff.
Full Cost: 1 or 19 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim the improved version.
Range: Self or 100 yards.
Duration: Indefinite or 90 minutes.

The subject can easily harvest food plants barehanded without damaging the produce or gathering inedible parts. The GM determines game effects. Having collection take 20% less time – or permitting an extra foraging roll (p. B427) per hour – seems reasonable.
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 (19-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 Ritual of Reaping (Sorcery, -15%) [1]. The improved version is Affliction 1 (HT; Advantage, Ritual of Reaping, +10%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [19]. Note: “Ritual of Reaping” is Ritual of Reaping (Magical, -10%) [1].

Selective Hearing
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 may ignore -1 in Hearing penalties due to noise and get +1 to HT rolls to resist deafening noises (like Thunderclap).
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 Robust Hearing (Sorcery, -15%) [1]. The improved version is Affliction 1 (HT; Advantage, Selective Hearing, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [12]. Note: “Selective Hearing” is Robust Hearing (Magical, -10%) [1].

Spell of Sowing
Keywords: None or Buff.
Full Cost: 1 or 19 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim the improved version.
Range: Self or 100 yards.
Duration: Indefinite or 90 minutes.

The subject can plant seeds simply by tossing them in the air as they walk. These disperse perfectly and sink to the correct depth. The GM sets the game effects; a savings of 20% time (or amount of seed needed) is reasonable.
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 (19-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 Spell of Sowing (Sorcery, -15%) [1]. The improved version is Affliction 1 (HT; Advantage, Spell of Sowing, +10%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [19]. Note: “Spell of Sowing” is Spell of Sowing (Magical, -10%) [1].

Squeak
Keywords: None.
Full Cost: 1 point.
Casting Roll: None.
Range: Self.
Duration: 1 second or Instantaneous.

The caster produces a brief, high-pitched sound similar to a creaky floorboard, rusty door hinge, mouse, etc. Use the “leaves rustling” line on the Hearing Distance Table (p. B358). Could distract somebody in a quiet environment or serve as an irritation.
Statistics: Accessory (Squeaky Item; Sorcery, -15%) [1].

Throw Voice
Keywords: None.
Full Cost: 1 point.
Casting Roll: Ventriloquism or IQ-6.
Range: Unlimited.
Duration: Indefinite.

The caster makes their voice emerge from a distant point. This requires a Ventriloquism (p. B228) roll, at ‑1 per yard of distance; a subject without that skill uses IQ-6 (normally, Ventriloquism has no default), still at ‑1 per yard.
Statistics: Throw Voice (Sorcery, -15%) [1].

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