Sorcery: Assorted Spells VII
Ant Haul
Keywords: Buff.
Full Cost: 18.7 points for level 1 + 2.7 points/additional level.
Full Cost (KYOS): 22.7 points for level 1 + 6.3 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
This spell optimizes the subject’s musculature for lifting, granting them Lifting ST 1 (p. B65) for each spell level.
Statistics: Affliction 1 (HT; Advantage, Ant Haul 1, +27%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [18.7]. Note: Each level of “Ant Haul” is Lifting ST 1 (Magical, -10%) [2.7]. Additional levels add more Ant Haul (+27%) to the Advantage enhancement [+2.7].
Statistics (KYOS): Affliction 1 (HT; Advantage, Ant Haul 1, +63%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [22.7]. Note: Each level of “Ant Haul” is Lifting ST 1 (Magical, -10%) [6.3]. Additional levels add more Ant Haul (+63%) to the Advantage enhancement [+6.3].
Bone Splinters
Keywords: Area (Fixed).
Full Cost: 12 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Instantaneous.
You cause bones of an SM-2 to SM+2 corpse to explode, showering everyone around it with bone shards. Use Innate Attack (Gaze), but without the +4 to target an area – you must hit the corpse. Everyone in a 4-yard-radius area is attacked with an effective skill of 14, modified only for their SM. Anyone hit takes 1d impaling damage. The corpse is destroyed in the process.
Statistics: Impaling Attack 1d (Accessibility, Must target the corpse, -10%; Area Effect, 4 yards, +100%; Bombardment, Skill-14, -5%; Sorcery, -15%; Trigger, SM-2 to SM+2 corpse with bones, -20%) [12].
Death Blossom
Keywords: Area (Leveled).
Full Cost: 15 points for level 1 + 5 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Instantaneous.
You launch a large stone in the air that explodes one second later, raining stones down upon an area. Use Innate Attack (Gaze), at +4, to center the area; see Scatter (p. B414) if you miss. Everyone in the area is attacked with an effective skill of 14, modified only for their SM. Anyone hit takes 2d crushing damage. If the victims know what this spell does, they may raise their shields as cover during the delay, at the risk of damaging them (p. B484). You may always choose (when casting) to scale back the damage or the area affected.
Statistics: Crushing Attack 2d (Area Effect, 2 yards, +50%; Bombardment, Skill-14, -5%; Delay, 1 second, +0%; Environmental, Outdoors, -20%; Overhead, +30%; Sorcery, -15%; Variable, +5%; Variable, Area, +5%) [15]. Additional levels add more Area Effect (+50%) [+5/level].
Mass Ant Haul
Keywords: Area (Leveled), Buff.
Full Cost: 29 points for level 1 + 5 points/additional level (or more).
Full Cost (KYOS): 36 points for level 1 + 5 points/additional level (or more).
Casting Roll: Will.
Range: 100 yards.
Duration: 30 minutes.
Cast on an area, this spell optimizes the musculature of creatures within for lifting, granting them Lifting ST (p. B65). If a particular subject possesses DR with no Tough Skin limitation, the sorcerer’s casting roll is penalized by their DR as well as the normal range penalties. Calculate effective DR for this penalty according to the rules for Large-Area Injury (p. B400).
By default, the spell grants 2 levels of Lifting ST. More potent versions of this spell are available, as show below.
Lifting ST |
Level 1 Cost |
Level 1 Cost (KYOS) |
Additional level cost |
2 |
29 points |
36 points |
5 points/additional level |
4 |
34 points |
49 points |
|
6 |
40 points |
61 points |
|
8 |
45 points |
74 points |
|
10 |
50 points |
86 points |
Statistics (KYOS): Affliction 1 (HT; Advantage, Mass Ant Haul, +130%; Area Effect, 2 yards, +50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Selective Area, +20%; Sorcery, ‑15%) [36]. Note: “Mass Ant Haul” is Lifting ST 2 (Magical, -10%) [13]. Variants increase Lifting ST by 2 [+13], by 4 [+25], by 6 [+38], or by 8 [+50]. As a special effect, the DR subtracts from the casting roll rather than forcing a resistance roll.
Planar Portal
Keywords: Area (Leveled).
Full Cost: 220 points for level 1 + 50 points/additional level.
Casting Roll: IQ. Special casting time (see below).
Range: Touch.
Duration: 1d+2 minutes.
This spell is a limited version of the Create Planar Gate spell. For this spell to work, two identical portal arches must be built on different planes of existence. The caster must touch one of the arches and successfully cast this spell to create a portal that leads to the corresponding arch. He does not have to visit the destination point beforehand. At level 1, the caster can only open portals with arches no more than 2 yards in radius. Each additional level doubles the maximum radius.
To create a gate, you must concentrate for 10 seconds, and make a IQ roll. You may hurry the creation, but your roll will be at -1 per second of concentration omitted (-10 to jump with no preparation at all). On a success, the gate appears leading to your target destination. On a failure, the gate does not appear. On a critical failure, the gate cannot be opened for 24 hours.
Statistics: Jumper (Interplanar; Anchored, Single Fixed Site, -80%; Cosmic, Do not have to visit the other side, +50%; Extended Duration, 30x, +60%; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Magical, ‑10%; Special Portal, Prebuilt Portal, -60%; Tunnel, Before, +100%) [220]. Each additional level adds Area Effect (+50%) [+50]. Note: The Improved enhancement removes the auto-fail on 14+.
Portal
Keywords: Area (Leveled).
Full Cost: 190 points for level 1 + 50 points/additional level.
Casting Roll: IQ; Special casting time and FP cost.
Range: Touch.
Duration: 1d+2 minutes.
This spell is a limited version of the Create Gate spell. For this spell to work, two identical portal arches must be built. The caster must touch one of the arches and successfully cast this spell to create a portal that leads to the corresponding arch. He does not have to visit the destination point beforehand, so he does not suffer any removal penalties on the casting roll. At level 1, the caster can only open portals with arches no more than 2 yards in radius. Each additional level doubles the maximum radius.
As a Concentrate maneuver make an IQ + Talent roll to cast this spell, modified as follows:
Distance: Distance penalties appear on the table below. If actual distance falls between two values, use the higher.
Distance |
Penalty |
10 yards |
0 |
20 yards |
-1 |
100 yards |
-2 |
500 yards |
-3 |
2 miles |
-4 |
10 miles |
-5 |
100 miles |
-6 |
1000 miles |
-7 |
Preparation Time: The amount of time taken to prepare for the teleport affects the IQ roll, as follows:
Preparation Time |
IQ Modifier |
None |
-10 |
1 second |
-5 |
2 seconds |
-4 |
4 seconds |
-3 |
8 seconds |
-2 |
15 seconds |
-1 |
30 seconds |
0 |
1 minute |
+1 |
2 minutes |
+2 |
4 minutes |
+3 |
8 minutes |
+4 |
15 minutes |
+5 |
30 minutes |
+6 |
1 hour |
+7 |
2 hours |
+8 |
4 hours |
+9 |
8 hours |
+10 |
Fatigue Points: Apply a bonus of +1 per additional FP spent. You must declare this before you roll, and you lose the FP whether you succeed or fail. You never have to spend FP, but it is usually a good idea if you must travel far or without much preparation.
On a success, the gate appears leading to your target destination. On a failure, the gate does not appear and you “strain” the portal: any attempts to open it are at -5 in the next 10 minutes. On a critical failure, the portal cannot be opened for 24 hours.
Statistics: Warp (Anchored, Single Fixed Site, -80%; Cosmic, Do not have to visit the other side and no removal penalties, +50%; Extended Duration, 30x, +60%; Extra Carrying Capacity, Extra-Heavy, +50%; Requires Concentrate, -15%; Sorcery, -15%; Special Portal, Prebuilt Portal, -60%; Tunnel, Before, +100%) [190]. Each additional level adds Area Effect (+50%) [+50].
Preservation
Keywords: Buff.
Full Cost: 70 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
This spell strengthens the soul’s connection to the body. First, the subject becomes immune to death curses. This includes death spells, direct-damage Necromantic magic (Burning Death, Rotting Death, etc.), and elixirs of Death (GURPS Magic, p. 215), plus non-magical equivalents such as Afflictions enhanced with Coma or Heart Attack, whether they’re chi, divine, psionic, or spirit abilities, or something similar. Second, injury affects the subject normally, but they need never make a HT roll to stay alive. They can survive (and even function, if they remain conscious) down to -10xHP, at which point they body is physically destroyed and they die.
Statistics: Affliction 1 (HT; Advantage, Preservation, +540%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [70]. Note: “Preservation” is Immunity to Death Curses (Magical, -10%) [9] + Unkillable 1 (Magical, -10%) [45].
Shrapmetal
Keywords: Obvious.
Full Cost: 11.2 points/level.
Casting Roll: None. Use Innate Attack (Beam) to hit.
Range: 10 yards.
Duration: Instantaneous.
You fire a cone of metal shards that do 1d cutting damage per level. The spell spreads to affect everyone in a cone-shaped area. Cones use special rules; see Area and Spreading Attacks (p. B413). The cone has a maximum width of 5 yards at the spell’s maximum range. This spell has the 1/2D range of 2 yards.
Statistics: Cutting Attack 1d (Cone 5, +100%; Increased 1/2D, x2, +5%; Reduced Range, 1/10, -30%; Sorcery, -15%) [11.2/level].
No comments:
Post a Comment