Sorcery: Least Spells VIII
Now, let's convert Movement and Necromantic spells from GURPS Magic: The Least of Spells.
Cushion
Keywords: None.
Full Cost: 1 point/level.
Casting Roll: IQ
Range: Self.
Duration: Instantaneous.
This spell breaks a fall or softens a collision. When successfully cast at the moment of the impact, it grants the caster DR 1 per level of this spell against fall and collision damage. The velocity is not altered. Reduced damage will be suffered upon landing on a normal surface (spikes, etc. would still do full damage). This DR counts as innate armor, i.e. is not considered flexible when calculating blunt trauma due to collisions and falls.
Statistics: Damage Resistance 1 (Force Field, +20%; Limited, Fall and Collision Damage, -80%; Requires IQ Roll, -10%; Sorcery, -15%) [1/level].
Dramatic Departure
Keywords: None.
Full Cost: 1 point.
Casting Roll: None.
Range: Self.
Duration: Instantaneous.
If this spell is active and the caster dies, his departure becomes visually impressive: exploding head, dissolving flesh, etc. These effects cause no harm, but prevent the caster from being resurrected by anything that requires intact body.
Statistics: Covenant of Rest (Variant; Sorcery, -15%) [1].
Flee
Keywords: Buff.
Full Cost: 15 points for level 1 + 4 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 1 minute.
The subject has his Basic Move increased by 1 per level of this spell, but only in situations where Enhanced Move (p. B52) or Sprinting (p. B354) would apply.
Statistics: Affliction 1 (HT; Advantage, Flee 1, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [15]. Additional levels add further Flee to the Advantage enhancement [+4]. Note: Each level of “Flee” is Basic Move 1 (Magical, -10%; Takes Extra Time 1, -10%) [4].
Invoke
Keywords: None.
Full Cost: 1 point.
Casting Roll: IQ.
Range: Self.
Duration: Instantaneous.
The caster utters the name of a demon lord or a similar entity in a way that’s guaranteed to be heard in Hell, in the Underworld, etc. Rarely produces any immediate effects, but repeated casting may include the caster in the being’s future plans. It’s generally not wise to cast this spell.
Statistics: Controllable Disadvantage (Trivial Destiny (Heard by an otherworldly being); Sorcery, -15%) [1].
Open Door
Keywords: None.
Full Cost: 1 point/level.
Casting Roll: None.
Range: 10 yards.
Duration: Instantaneous.
You can cause a door to swing open as if it was opened by somebody with ST equal to this spell’s level. Locks prevent opening, unless this spell’s ST is equal to outright break them.
Statistics: Telekinesis 1 (One Task, Opening doors, -80%; Sorcery, -15%) [1/level].
Reverie of Ruin
Keywords: Information.
Full Cost: 7 or 57 points.
Casting Roll: IQ. Special casting time (see below).
Range: Self.
Duration: Instantaneous.
The caster receives a vision of his own death. Roll 3d on the Fright Check Table (p. B360) for effects. Then, the GM might reveal a deadly hazard or a lethally bad choice. The GM is not obliged to give a straightforward answer; this spell produces a vision, which may require some interpretation. The margin of success should determine the clarity of the vision and how easy it is to interpret.
The basic (7-point) version of this spell requires 10 minutes to cast! The improved (57-point) version requires only the usual one or two seconds.
Statistics: Precognition (Accessibility, Self Only, -10%; Active Only, -60%; Backlash, Fright Check, -15%; Magical, -10%; One Event, Death, -40%; Reduced Fatigue Cost 1, +20%; Reliable 8, +40%) [7]. The improved version adds Reduced Time 10 (+200%) [+50].
Sink
Keywords: None or Buff.
Full Cost: 2 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.
The subject gains Cannot Float (p. B165). If cast on an inanimate object that is keeping anyone afloat, everyone affected must be willing.
The basic (2-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 Controllable Disadvantage (Cannot Float; Cosmic, No die roll required, +100%; Sorcery, -15%) [2]. The improved version is Affliction 1 (HT; Disadvantage, Cannot Float, +1%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [12].
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