Monday, 12 April 2021

Sorcery: Forgotten Realms Spells I

Sorcery: Forgotten Realms Spells I

The first batch of spells from the Forgotten Realms setting ported over to Sorcery. Spiderform is a specialized polymorph spell. Spider Curse is an incredibly expensive spell that turns a person into a drider-like creature and temporarily enslaves it. Mass Badger Paws takes inspiration from Mass Burrow. The non-mass version is pretty much identical to GURPS' Badger Paws, so let's just make a mass version. Ball Lightning is a bit different from Ball of Lightning. Blindsight and Tremorsense are sensory spells.
   
    Ball Lightning
    Keywords: Missile, Obvious.
    Full Cost: 14 points/level.
    Casting Roll: None. Use Innate Attack (Projectile) to «lock on».
    Range: 50 yards.
    Duration: Instantaneous.
 
    A sphere of lightning flies off your fingertips towards your target. A successful hit does 1d burning surge damage per level of this spell. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of injury, or be physically stunned. On subsequent turns, they can roll HT to recover.
    You steer the sphere to the target using your own skill. This lets you ignore all range penalties to hit! If the target is so distant that the sphere needs multiple turns to reach it, you must take a Concentrate maneuver each turn. If you lose sight of the target while the attack is en route, your attack automatically misses. The sphere illuminates a 2-yard-radius area around itself when it moves.
    The sphere moves 5 yards per second (this is its 1/2D characteristic). The sphere can hit a target at up to its 1/2D range on the turn you launch it. It requires multiple turns to reach more distant targets. Do not halve damage, but defer the attack roll until the attack reaches its target. For more information, see Guided and Homing Weapons (p. B412).
    Statistics: Burning Attack 1d (Guided, +50%; Illumination, +5%; Reduced Range, x1/2, -10%; Side Effect, Stunning, +50%; Sorcery, -15%; Surge, Arcing, +100%) [14/level].
 
    Blindsight
    Keywords: Buff.
    Full Cost: 25 points.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 30 minutes.
 
    The subject can detect the location and size of objects by sensing the minute disturbances of air around him. He can locate an opponent in the dark, but you cannot detect details (e.g., whether he is armed). In a perfectly still environment, he would be able to sense a barrier before he runs into it, and could find openings by sensing the flow of air.
    To use Blindsight, the subject must make a Sense roll. Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. A successful roll reveals the rough size, location, speed, and direction of movement of the target. It does not provide any information about the object’s shape, color, etc. Once the subject has detected something, he may target it with an attack. The modifiers that applied to his Sense roll also apply to his attack roll, but can never give him a bonus to hit.
    If the subject is wearing a sealed suit, this ability does not work at all!
    Statistics: Affliction 1 (HT; Advantage, Blindsight, +90%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [25]. Note: “Blindsight” is Vibration Sense (Air; Magical, -10%) [9].
 
    Mass Badger Paws
    Keywords: Area (Leveled), Buff.
    Full Cost: 26 points for level 1 + 5 points/additional level.
    Casting Roll: Will. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 90 minutes.
 
    Subjects can use their bare hands to dig as if equipped with a shovel. See Digging (p. B350) for speed.
    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).
    Statistics: Affliction 1 (HT; Advantages, Mass Badger Paws, +10%; Area Effect, 2 yards, +50%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Selective Area, +20%; Sorcery, -15%) [26]. Notes: “Mass Badger Paws” is Burrower (Magical, -10%) [1]. Additional levels add Area Effect (+50%) [+5]. As a special effect, the DR subtracts from the casting roll rather than forcing a resistance roll.

    Spiderform
    Keywords: None.
    Full Cost: 35 points or 115 points or more; see text.
    Casting Roll: None. Special casting time.
    Range: Self.
    Duration: Indefinite.
 
    The caster can assume form of a drider or various spiders, as if using the Morph advantage (p. B84). The transformation requires 10 seconds. If he is knocked out or killed, he immediately reverts to his native form (which will also be unconscious or dead).
    The caster retains his intelligence, but gains all the physical attributes of the new form. Note that FP are not increased for spellcasting purposes. The caster may not add traits to templates, but he may freely omit racial mental disadvantages (e.g., Bestial), and he may always choose to drop the racial IQ modifier from a template and use his own IQ. Such changes raise the cost of spider templates, which are cheap due to limited mental capabilities. This spell includes the ability to make cosmetic changes. This lets the caster impersonate a specific member of any spider species he can turn into.
    The caster can always take on the form of a being he can see or touch, provided its racial template cost does not exceed his maximum. Once he has assumed a form, he can opt to memorize it by concentrating for one minute. This allows him to shapeshift into that form at any time. The caster can memorize a number of forms equal to his IQ. If all his “slots” are full, his must overwrite a previously memorized form (his choice) to add the new form. Memorizing cosmetic changes also requires a “slot”.
If the caster can assume any racial template worth no more than his native one, Spiderform costs 35 points. This makes many forms available – anything no more powerful than his native form. If the caster can assume more powerful forms, add the difference between the maximum racial template cost and the cost of his native template to the base 35 points. For instance, a human who can take on any spider racial template worth up to 75 points would pay 110 points for Spiderform.
    In addition, the caster may purchase the improved (115-point) version of this spell. This shortens the transformation time to 1 second.
    Statistics: Morph (Accessibility, Spiders and Driders Only, -50%; Sorcery, -15%) [35]. The improved version adds Reduced Time 4, +80% [+80].
 
    Spider Curse
    Keywords: Resisted (Will).
    Full Cost: 298 points.
    Casting Roll: IQ.
    Range: Unlimited.
    Duration: Six days.
 
    You curse a sapient humanoid, turning it into a drider-like creature. It gains the Drider meta-trait (see notes below). The transformed subject will obey your every command, but has no initiative under your control. In effect, it gains the Reprogrammable disadvantage (p. B150), with you as its master, and the Slave Mentality disadvantage (p. B154). You do not have to maintain concentration to control the subject, but this spell must be active.
    If you attempt to force the subject to act against its principles (e.g., commit suicide or harm a loved one), roll another Quick Contest. If the subject wins, it breaks free. Roll at the moment of truth – you can march it to the edge of a cliff, but it doesn’t roll until it’s about to leap.
    If the subject resists successfully, you cannot attempt to transform that subject again for 24 hours, and it feels a sense of mental coercion emanating from you.
    You can also establish a mental link with the transformed subject by taking a Concentrate maneuver and making an IQ roll. This allows you to send verbal orders. Range is theoretically unlimited, but the IQ roll to establish the link takes the range penalties given under Long-Distance Modifiers (p. B241). If you cannot see or otherwise sense the subject, you have an additional -1 penalty.
    If successful, the slave hears your voice but may not respond. You can also tap into your slave’s senses. This lets you experience everything the slave experiences. If it is tortured, knocked out, or killed, the GM may require a Will roll to avoid stunning – or perhaps even a Fright Check! You may maintain a connection with that subject for as long as you’d like. No further rolls are normally required unless the range penalty worsens.
    Statistics: Affliction 1 (Will; Accessibility, Sapient humanoids, -20%; Advantage, Spider Curse, +1,150%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Increased Immunity 3, -30%; Link, +10%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [155] + Mind Control (Accessibility, Sapient humanoids, -20%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Independent, +70%; Link, +10%; Magical, -10%; Puppet, -40%) [125] + Mind Reading (Accessibility, Only the subjects of spider curse, -60%; Link, +10%; Magical, -10%; Sensory Only, -20%; Telecommunication, -20%) [6] + Telesend (Accessibility, Only the subject of spider curse, -60%; Link, +10%; Magical, -10%) [12]. Notes: “Spider Curse” is Alternate Form (Drider Form*; Magical, -10%) [115].
    * A new meta-trait: ST+5 (Size Modifier, -10%) [45]; DX+1 [20]; HT+1 [10]; SM+1; Will+1 [5]; Arm ST-4 (Size Modifier, -10%) [-18]; Climbing Line [1]; Clinging [20]; DR 1 (Tough Skin, -40%) [3]; Extra Legs (Eight Legs; Cannot Kick, -50%; Long 1, +100%) [23]; Sharp Teeth [1]; Weak Bite [-2].
Poison: Toxic Attack 1d-1 (Cyclic, 1 hour, 2 cycles, Resistible, +20%; Follow-Up, Bite, +0%; Resistible, HT-3, -15%; Symptoms, 2/3 HP, -3 ST, +15%) [4].
    112 points.
  
    Tremorsense
    Keywords: Buff.
    Full Cost: 23 points.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 30 minutes.
 
    The subject can detect the location and size of objects by sensing the vibrations in the ground around him. He can locate an opponent in the dark, but you cannot detect details (e.g., whether he is armed). In a perfectly still environment, he would be able to sense a barrier before he runs into it due to the vibrations caused by his own footsteps.
    To use Tremorsense, the subject must make a Sense roll. Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. A successful roll reveals the rough size, location, speed, and direction of movement of the target. It does not provide any information about the object’s shape, color, etc. Once the subject has detected something, he may target it with an attack. The modifiers that applied to his Sense roll also apply to his attack roll, but can never give him a bonus to hit.
    If the subject is not touching the ground, this ability does not work at all! Likewise, floating enemies are invisible to Tremorsense.
    Statistics: Affliction 1 (HT; Advantage, Tremorsense, +70%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [23]. Note: “Tremorsense” is Vibration Sense (Environmental, Ground, -20%; Magical, -10%) [7].

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