Sorcery: Least Spells VI
This post converts Light and Darkness, Knowledge, and Making and Breaking spells from GURPS Magic: The Least of Spells.
Goggles
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 Vision penalties due to bright light and get +1 to HT rolls to resist dazzling effects (flash-bang grenades, Flash spells, etc.).
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 Vision (Sorcery, -15%) [1]. The improved version is Affliction 1 (HT; Advantage, Goggles, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [12]. Note: “Goggles” is Robust Vision (Magical, -10%) [1].
Keyfinder
Keywords: Information.
Full Cost: 1 point.
Casting Roll: None.
Range: Self
Duration: Instantaneous.
The caster recalls where they put an item they possess but cannot find.
Statistics: Eidetic Memory (Accessibility, Only to recall the location of items the caster possesses, -65%; Sorcery, -15%) [1].
Know Thyself
Keywords: None or Buff.
Full Cost: 1 or 11 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 thoughts become more organized. The subject gains +1 to Public Speaking and Teaching, but only when they are truthfully presenting their knowledge. Listeners receive +1 to Detect Lies and Interrogation to confirm subject is not lying. The subject must be a sapient (IQ 6+) creature.
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 (11-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 Know Thyself (Sorcery, -15%) [1]. The improved version is Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Advantage, Know Thyself, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [11]. Note: “Know Thyself” is Know Thyself (Magical, -10%) [1].
Phosphorescence
Keywords: Area (Leveled).
Full Cost: 20 points for level 1 + 10 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Instantaneous.
Everything in a two-yard-radius area briefly emits soft light. This does not help in combat, but allows everyone within the line of sight to the area to make a Vision roll with no darkness penalties to get a snapshot of what’s in the area. While this won’t aid attacks on moving targets, it will reveal whether people or objects are present. To place the area at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area.
Statistics: Obscure Vision 10 (Nuisance Effect, Does not increase illumination above zero, -15%; Ranged, +50%; Reduced Duration, 1/20, -25%; Reversed, -0%; Sorcery, -15%; Variable, Area, +5%) [20]. Further levels add Area Effect (+50%) to the advantage [+10].
Sweet Oblivion
Keywords: None.
Full Cost: 1 points.
Casting Roll: IQ.
Range: Self.
Duration: Instantaneous.
The caster forgets a single fact permanently. Recall, Remove Curse, or Restore Memory can restore the forgotten fact. This memory can only be restored by the Restore Memory spell. The casting roll is at -1 per additional attempt per hour.
Statistics: Controllable Disadvantage (Total Amnesia; Accessibility, Only one fact at a time, -10%; Selective Effect, +20%; Sorcery, -15%) [1].
Keywords: None.
Full Cost: 1 points.
Casting Roll: IQ.
Range: Self.
Duration: Instantaneous.
The caster forgets a single fact permanently. Recall, Remove Curse, or Restore Memory can restore the forgotten fact. This memory can only be restored by the Restore Memory spell. The casting roll is at -1 per additional attempt per hour.
Statistics: Controllable Disadvantage (Total Amnesia; Accessibility, Only one fact at a time, -10%; Selective Effect, +20%; Sorcery, -15%) [1].
Tack
Keywords: None.
Full Cost: 1 point.
Casting Roll: None.
Range: Touch.
Duration: Instantaneous.
The caster’s touch can pin a thin, lightweight sheet with DR 0 to a surface with at most DR 1 per inch of thickness (like wallboard). Nether sheet not surface can be living. The sheet can be removed, but it will not fall off by itself.
Statistics: Accessory (Tack; Sorcery, -15%) [1].
Twinkle
Keywords: None.
Full Cost: 5 points for level 1 + 4 points/additional level.
Casting Roll: IQ.
Range: 100 yards.
Duration: One minute.
You can summon a tiny light equivalent to full daylight; you may make this light manifest anywhere within 100 yards. The light is bright enough to eliminate all darkness penalties in a single hex. By concentrating, you can move this effect at up to (spell level) yards per second.
Statistics: Create Visible Light 1 (Accessibility, Limited to lighting a 1-yard radius for one minute, -100%; Magical, -10%; Ranged, +40%; Reduced Fatigue Cost 1, +20%) [5]. Additional levels add Mobile (+40%) [+4].
Wizardly Workshop
Keywords: Buff.
Full Cost: 20 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
For the duration, the subject can use one craft or repair skill specified at casting as if they had improvised equipment (p. B345). The GM decides what skills to permit. Armoury, Carpentry, Electrician, Electronics Repair, Machinist, Masonry, and Mechanic are reasonable. Alchemy, Bioengineering, Engineer, etc. probably aren’t.
Statistics: Affliction 1 (HT; Advantage, Wizardly Workshop, +40%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [20]. Note: “Wizardly Workshop” is Cosmic Power 1 (Limited, One TK Tools Perk, -50%; Magical, -10%) [4].
Keywords: None.
Full Cost: 5 points for level 1 + 4 points/additional level.
Casting Roll: IQ.
Range: 100 yards.
Duration: One minute.
You can summon a tiny light equivalent to full daylight; you may make this light manifest anywhere within 100 yards. The light is bright enough to eliminate all darkness penalties in a single hex. By concentrating, you can move this effect at up to (spell level) yards per second.
Statistics: Create Visible Light 1 (Accessibility, Limited to lighting a 1-yard radius for one minute, -100%; Magical, -10%; Ranged, +40%; Reduced Fatigue Cost 1, +20%) [5]. Additional levels add Mobile (+40%) [+4].
Wizardly Workshop
Keywords: Buff.
Full Cost: 20 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
For the duration, the subject can use one craft or repair skill specified at casting as if they had improvised equipment (p. B345). The GM decides what skills to permit. Armoury, Carpentry, Electrician, Electronics Repair, Machinist, Masonry, and Mechanic are reasonable. Alchemy, Bioengineering, Engineer, etc. probably aren’t.
Statistics: Affliction 1 (HT; Advantage, Wizardly Workshop, +40%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [20]. Note: “Wizardly Workshop” is Cosmic Power 1 (Limited, One TK Tools Perk, -50%; Magical, -10%) [4].
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