Sorcery: Least Spells VII
Now, let's convert Meta and Mind Control spells from GURPS Magic: The Least of Spells. Adjuration ended up being quite expensive. I guess it is reasonable to assume that it will only be case via hardcore improvisation.
Adjuration
Keywords: Buff.
Full Cost: 38 points.
Casting Roll: None.
Range: Self.
Duration: Permanent (until fulfilled).
Give yourself a command to do one specific thing. It can even be something you could not feasibly, realistically accomplish; “destroy every tree in the world” would be valid, but you must speak the oath.
You must make this command his first priority at all times. You are free to decide how to go about it, however, and may approach the situation intelligently; e.g., rather than grabbing an axe, you could contact a temp agency to hire a small army of woodcutters. In effect, you have an Obsession (p. B146) with no self-control roll.
Once you accomplish the goal, the oath ends. The only way to remove the oath before then is with Remove Curse (GURPS Thaumatology: Sorcery, p. 21); Dispel Magic (GURPS Thaumatology: Sorcery, p. 21) has no effect.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; No Signature, +20%; Sorcery, -15%; Variable Enhancement, +125%) [38]. Note: Variable Enhancement provides +13% of enhancements (+250%) but is limited by “Accessibility, Only for Obsession with no self-control roll” (-50%) for a net +125%.
Hypnotize
Keywords: Resisted (Will).
Full Cost: 2 points.
Casting Roll: IQ. Special casting time.
Range: Unlimited.
Duration: 1d minutes.
This spell acts like the Hypnotism skill (p. B201), but lasts 1d minutes instead of 1d hours, and costs FP. Use normal range penalties.
Statistics: Hypnotism (H) IQ [4] modified with Reduced Duration, 1/60, -35%; Sorcery, -15% for a final cost of 2 points.
Patience
Keywords: None or Buff.
Full Cost: 3 or 16 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim the improved version.
Range: Self or 100 yards.
Duration: Indefinite or 30 minutes.
Subject, who must be a willing sapient creature, gains the effects of Attentive (p. B163) with respect to one specific, lengthy task, chosen at the time of casting. Very long tasks might require multiple castings of this spell.
The basic (3-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 (16-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 Controllable Disadvantage (Attentive; Cosmic, No die roll required, +100%; Extended Duration, 30x, +60%; Sorcery, -15%) [3]. The improved version is Affliction 1 (HT; Accessibility, Only on sapient beings, -10%; Disadvantage, Attentive, +1%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [16].
Startle
Keywords: Resisted (Will).
Full Cost: 17 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.
The subject, who must be a sapient being, is spooked. Has no fixed game effects, but may cause the subject to scream “Eek!” or spill a drink.
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Malediction 2, +150%; No Signature, +20%; Nuisance Effect, No actual stunning, -100%; Sorcery, ‑15%) [17].
Thaumatomancy
Keywords: Information.
Full Cost: 2 points.
Casting Roll: IQ. Special casting time.
Range: Self.
Duration: Instantaneous.
This spell acts like the Thaumatology skill (p. B225) with all normally applied penalties, but it can only answer questions about existing magic, disallowing original research into new magic. Unlike most sorcery spell, Thaumatomancy requires one hour of uninterrupted concentration to cast.
Statistics: Thaumatology (VH) IQ [8] modified with Accessibility, Only questions about existing magic, -10%; Immediate Preparation Required, 1 hour, -75%; Sorcery, -15% for a final cost of 2 points.
Use Item
Keywords: None.
Full Cost: 1 point or 4 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell lets the caster use “Usable only by mages” magic items, as if they had Magery 0. When Use Item ends, so do ongoing effects of the used items.
If Sorcery is the only magic system in use, then the caster becomes able to use enchanted items with “Requires Sorcery”, as if he had a single level of Sorcerous Empowerment. Obviously, this spell is only useful when enchanted onto an item and given to a non-sorcerer. Unlike the Magery version, this does not cause ongoing effects to disappear when Use Item ends.
Statistics: Magery 0 (Accessibility, Only to use magic items, -75%; Nuisance Effect, Ongoing effects end if the spell ends, -5%; Sorcery, -15%) [1]. The Sorcery variant replaces it with Sorcerous Empowerment 1 (Accessibility, Only to use magic items, -75%; Costs Fatigue, 1 FP, -5%) [4].
Volatility
Keywords: Resisted (Will).
Full Cost: 27 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 minute or until a self-control roll is attempted, whichever comes first.
The subject, who must be a sapient being, gains a penalty equal to his margin of failure to their next self-control roll (pp. B120-121).
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%; Volatility 1, Margin-Based, Single-Use, +6%) [27].
Keywords: Information.
Full Cost: 2 points.
Casting Roll: IQ. Special casting time.
Range: Self.
Duration: Instantaneous.
This spell acts like the Thaumatology skill (p. B225) with all normally applied penalties, but it can only answer questions about existing magic, disallowing original research into new magic. Unlike most sorcery spell, Thaumatomancy requires one hour of uninterrupted concentration to cast.
Statistics: Thaumatology (VH) IQ [8] modified with Accessibility, Only questions about existing magic, -10%; Immediate Preparation Required, 1 hour, -75%; Sorcery, -15% for a final cost of 2 points.
Use Item
Keywords: None.
Full Cost: 1 point or 4 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell lets the caster use “Usable only by mages” magic items, as if they had Magery 0. When Use Item ends, so do ongoing effects of the used items.
If Sorcery is the only magic system in use, then the caster becomes able to use enchanted items with “Requires Sorcery”, as if he had a single level of Sorcerous Empowerment. Obviously, this spell is only useful when enchanted onto an item and given to a non-sorcerer. Unlike the Magery version, this does not cause ongoing effects to disappear when Use Item ends.
Statistics: Magery 0 (Accessibility, Only to use magic items, -75%; Nuisance Effect, Ongoing effects end if the spell ends, -5%; Sorcery, -15%) [1]. The Sorcery variant replaces it with Sorcerous Empowerment 1 (Accessibility, Only to use magic items, -75%; Costs Fatigue, 1 FP, -5%) [4].
Volatility
Keywords: Resisted (Will).
Full Cost: 27 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 minute or until a self-control roll is attempted, whichever comes first.
The subject, who must be a sapient being, gains a penalty equal to his margin of failure to their next self-control roll (pp. B120-121).
Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%; Volatility 1, Margin-Based, Single-Use, +6%) [27].
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