Thursday, 6 August 2020

Sorcery: Least Spells V

Sorcery: Least Spells V

GURPS Magic: The Least of Spells has a surprising number of Healing spells. In addition to them, I will convert Illusion and Creation spells from that book.

Aid
Keywords: None.
Full Cost: 1 point.
Casting Roll: None.
Range: Self.
Duration: Indefinite.

The caster can perform First Aid (p. B424) at no penalty for a lack of equipment.
Statistics: Accessory (TK Bandages; Sorcery, -15%) [1].

Aide
Keywords: None.
Full Cost: 2 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.

When this spell is active, the caster adds this spell’s level to their Healing spells’ effective skill level for the purpose of assisting ceremonially cast Healing spells (p. B238). If using Sorcery, this spell increases the caster’s Talent for Healing spells for the purpose of Combining Powers (GURPS Powers, pp. 171-172), but not when the caster is the leader.
Such a spell might exist for every college (GM’s option), but it suits Healing best.
Statistics: Sorcery Talent (Accessibility, Only for combining powers, -35%; Limited Colleges, One College, -40%; Sorcery, -15%) [2/level]. For the magic-as-skills system replace it with Magery (Accessibility, Only to assist ceremonial casting, -50%; Limited Colleges, One College, -40%; Sorcery, -15%) [2/level].

Analgesic
Keywords: Buff.
Full Cost: 12 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: One minute.

The subject becomes more resistant to persistent pain (shock in combat does not count), ignoring -1 in penalties from effects that cause it.
Statistics: Affliction 1 (HT; Advantage, Analgesic, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%) [12]. Note: “Analgesic” is Analgesic (Magical, -10%) [1].

Antiemetic
Keywords: Buff.
Full Cost: 12 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: One minute.

The subject becomes more resistant to nausea, ignoring -1 in penalties from effects that cause it.
Statistics: Affliction 1 (HT; Advantage, Antiemetic, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%) [12]. Note: “Antiemetic” is Antiemetic (Magical, -10%) [1].

Antihistamine
Keywords: Buff.
Full Cost: 12 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: One minute.

The subject becomes more resistant to sneezing and itching, ignoring -1 in penalties from effects that cause it.
Statistics: Affliction 1 (HT; Advantage, Antihistamine, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%) [12]. Note: “Antihistamine” is Antihistamine (Magical, -10%) [1].

Bender Defender
Keywords: Buff.
Full Cost: 22 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 5 hours.

The subject gains the Alcohol Tolerance (p. B100) and No Hangover (p. B101) perks.
Statistics: Affliction 1 (HT; Advantage, Bender Defender, +20%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [22]. Note: “Bender Defender” is Alcohol Tolerance (Magical, -10%) [1] + No Hangover (Magical, -10) [1].

Birth Control
Keywords: None or Buff.
Full Cost: 5 or 21 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim the improved version.
Range: Self or 100 yards.
Duration: Indefinite or 30 minutes.

The subject becomes sterile for the duration of this spell.
The basic (5-point) version of this spell benefits only the caster; it has an indefinite duration, which means it must be maintained. However, unlike most other maintainable spells, maintaining this one costs 1 FP per 30 minutes, not 1 FP per minute. The improved (21-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 Fertility Control (Variant; Extended Duration, 30x, +60%; Reduced Time 17, +340%; Sorcery, -15%) [5]. The improved version is Affliction 1 (HT; Advantage, Birth Control, +50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21]. Note: “Birth Control” is Fertility Control (Variant; Magical, -10%; Reduced Time 17, +340%) [5].

Disbelieve
Keywords: None.
Full Cost: 4 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.

While this spell is active, the caster enjoys a bonus equal to the spell’s level to IQ, Per, and Will rolls made to disbelieve or resist illusions or phantoms.
Statistics: IQ+1 (Accessibility, Only for resisting illusions and phantoms, -65%; Sorcery, -15%) [4/level].

Image
Keywords: Area (Leveled).
Full Cost: 5 points for level 1 + 12.5 points/additional level*.
Casting Roll: Artist (Illusion) to determine how convincing the image is.
Range: 100 yards.
Duration: Indefinite.

You can project a stationary, unchanging, two-dimensional image onto a vertical surface anywhere that you can see within 100 yards. This requires constant concentration.
    To find the maximum square yardage available, look up the level of this spell on the Leveled Area Table (GURPS Thaumatology: Sorcery, p. 9) and multiply the given radius by 3. Alternatively, know that Image 1 has a maximum area of six square yards, with each additional level doubling that cumulatively. For example, Image 3 has a limit of 24 square yards, allowing the sorcerer to project an image six yards long by four yards high, 12 yards long by two yards high, or any other valid combination. The caster may form this image into any shape he wishes.
Statistics: Illusion (Automatic Disbelief, -50%; Dispels on attack or touch, -35%; Environmental, Vertical Surfaces, -20%; Nuisance Effect, Only Artist (Illusion) roll, -5%; Ranged, +40%; Sorcery, -15%; Static, -30%; Variable, Area, +5%; Visual Only, -30%; Wall, Shapeable, +60%) [5]. Additional levels add Area Effect (+50%) [+12.5*].
    * Calculate the total cost and then round up.

Shadowplay
Keywords: Area (Leveled).
Full Cost: 5 points for level 1 + 12.5 points/additional level*.
Casting Roll: Artist (Illusion) to determine how convincing the shadows are.
Range: 100 yards.
Duration: Indefinite.

You can project stationary, changing, two-dimensional shadows onto a vertical surface anywhere that you can see within 100 yards. This requires constant concentration. During the concentration you can change the image. Used mostly for entertainment.
    To find the maximum square yardage available, look up the level of this spell on the Leveled Area Table (GURPS Thaumatology: Sorcery, p. 9) and multiply the given radius by 3. Alternatively, know that Shadowplay 1 has a maximum area of six square yards, with each additional level doubling that cumulatively. For example, Shadowplay 3 has a limit of 24 square yards, allowing the sorcerer to project shadows six yards long by four yards high, 12 yards long by two yards high, or any other valid combination. The caster may form these shadows into any shape he wishes.
Statistics: Illusion (Accessibility, Only shadows, -30%; Automatic Disbelief, -50%; Dispels on attack or touch, -35%; Environmental, Vertical Surfaces, -20%; Nuisance Effect, Only Artist (Illusion) roll, -5%; Ranged, +40%; Sorcery, -15%; Variable, Area, +5%; Visual Only, -30%; Wall, Shapeable, +60%) [5]. Additional levels add Area Effect (+50%) [+12.5*].
    * Calculate the total cost and then round up.

Stimulant
Keywords: Buff.
Full Cost: 12 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: One minute.

The subject becomes more resistant to drowsiness, ignoring -1 in penalties from effects that cause it.
Statistics: Affliction 1 (HT; Advantage, Stimulant, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%) [12]. Note: “Stimulant” is Stimulant (Magical, -10%) [1].

Test
Keywords: Information.
Full Cost: 1 point.
Casting Roll: Per.
Range: Unlimited.
Duration: Instantaneous.

After casting, the GM rolls against the sorcerer’s Per modified by the distance to the subject. If the roll is successful, the spell reveals the caster whether a specific disease or poison affects the subject. Each disease and poison have their own Test spells, and it’s likely that only serious illnesses have such spells. Only one attempt per subject per day is allowed.
Statistics: Detect Specific Disease or Poison (Increased Immunity 3, -30%; Selective Effect, +20%; Sorcery, -15%; Vague, -50%; Vision-Based, -20%) [1].

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