Tuesday 11 August 2020

Sorcery: Least Spells X

 Sorcery: Least Spells X

At last, we have conversions of Technological, Water, and Weather spells from GURPS Magic: The Least of Spells. I've found converting spells from that book quite fun despite often just representing their effects as a made up perk.

Cloud
Keywords: Resisted (Will).
Full Cost: 25 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 1 minute.

A miniature cloud coalesces a few inches above the subject and follows them around. This doesn’t do anything, but it’s a useful way to mark someone: +1 to Vision rolls to notice them and ‑1 to their Stealth. It’s also annoying.
Statistics: Affliction 1 (HT; Disadvantage, Obvious, +1%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, ‑15%) [25].

Jolt
Keywords: Missile, Obvious.
Full Cost: 16 points.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 10 yards.
Duration: Instantaneous.

The caster fires an electricity arc that stuns the subject, if they fail to resist with a (HT+DR) roll (treat metal armor as DR 1), and +3 beyond 1/2D range (this spell has 1/2D range of 5 yards). On subsequent turns, they can recover normally by making an unpenalized HT roll.
Statistics: Affliction 1 (HT; Increased 1/2D, 5x, +10%; Reduced Range, 1/5, -20%; Sorcery, ‑15%; Surge, Arcing, Only for the purpose of DR bonus reduction, +80%) [16].

Magnetic Finger
Keywords: None.
Full Cost: 1 point.
Casting Roll: None.
Range: Touch.
Duration: Indefinite.

One of the caster’s fingers becomes magnetic. Effective ST 1 lets it attract and pick up 0.2 lb. of objects containing iron, nickel, or cobalt, as long as they’re within one inch. Works through most materials, though not metals.
Statistics: Telekinesis 1 (Attraction, -60%; Independent, +40%; Magnetic, -50%; Melee Attack, Reach C, -30%; Sorcery, -15%) [1].

Mer-Speech
Keywords: None or Buff.
Full Cost: 5 or 16 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 temporarily gains the Speak Underwater advantage (p. B87).
The basic (5-point) version of this spell benefits only the caster; it has an indefinite duration, which means it must be maintained. 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 Speak Underwater (Sorcery, -15%) [5]. The improved version is Affliction 1 (HT; Advantage, Mer-Speech, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [16]. Note: “Mer-Speech” is Speak Underwater (Magical, -10%) [1].

Remote Start
Keywords: None.
Full Cost: 2 points.
Casting Roll: None.
Range: 10 yards.
Duration: Instantaneous.

Causes subject machine to switch on or off, if this requires nothing more complicated than pushing, pulling, or turning a control. Any key must be in place, and the caster must know how to operate the device and make any skill roll required for startup or shutdown.
Statistics: Telekinesis 2 (One Task, Starting or turning off machinery, -80%; Sorcery, -15%) [2].

Sea Legs
Keywords: None or Buff.
Full Cost: 2 or 17 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 has +3 to resist Seasickness (p. B436) and any other forms of motion sickness.
The basic (2-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 (17-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 Sea Legs (Extended Duration, 30x, +60%; Sorcery, -15%) [2]. The improved version is Affliction 1 (HT; Advantage, Sea Legs, +10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Note: “Sea Legs” is Sea Legs (Magical, -10%) [1].

Sponge
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.

The subject’s hands absorb liquids, like sponges. Wringing hands squeezes out the liquid. Each cycle takes three seconds and removes two fluid ounces (just over 0.1 lb. if water).
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 Accessory (Sponge; Sorcery, -15%) [1]. The improved version is Affliction 1 (HT; Advantage, Sponge, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [12]. Note: “Sponge” is Accessory (Sponge; Magical, -10%) [1].

Squirt
Keywords: Jet, Obvious.
Full Cost: 1 point.
Casting Roll: None. Use Innate Attack (Beam) to hit.
Range: 3 yards.
Duration: Instantaneous.

You shoot a squirt of water from one finger. May be blocked or dodged, but not parried. Insufficient to cause knockback or damage – even to swarms and fire entities – or to extinguish more than a candle flame.
Statistics: Squirt (Sorcery, -15%) [1].

Storm Shelter
Keywords: None or Buff.
Full Cost: 2 or 17 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 is affected by bad weather as though it were a step less severe on the table on GURPS Magic, p. 194. Most often means ‑1 less to rolls to avoid falling overboard, see things through torrential rain, etc.
The basic (2-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 (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 Eye of the Storm (Extended Duration, 30x, +60%; Sorcery, -15%) [2]. The improved version is Affliction 1 (HT; Advantage, Storm Shelter, +10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [17]. Note: “Storm Shelter” is Eye of the Storm (Magical, -10%) [1].

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