Monday, 10 May 2021

Sorcery: Assorted Spells XI

Sorcery: Assorted Spells XI

Some more D&D spell conversions. Summon Monster differs from Planar Summons in that it takes only a second to cast, the summoned being is not an actual outsider, but is something like a planar projection, it obeys the caster, and must be maintained. So, it's a combat summoning spell. Summon Undead is a similar spell that creates undead beings out of thin air. Not a big fan of this one from the flavor perspective. Gate Seal prevents magical portals from activating. Dimensional Lock is useful to pin down teleporting enemies. Disguise Undead is a spell used to walk a ghoul into a throne room. Cloak Undead is Mass Invisibility that only affects undead. Reveal Magic is an interesting variant of Detect Magic. Battering Ram creates a force field around one's fist. Portrait is a peculiar spell that creates a 3D image of something inside a crystal sphere. Phase Trap locks the subject to the current plane of existence.

    Battering Ram
    Keywords: Obvious.
    Full Cost: 13 points.
    Casting Roll: None. Use DX or Brawling to hit.
    Range: Self.
    Duration: Instantaneous.

    While this spell is active, the caster's arm is surrounded with a translucent arcane force that appeared in the form of a ram's head over their hand. He may use this magical weapon to strike creatures or objects, including insubstantial ones, but cannot parry with it. Battering Ram deals thrust+5 crushing damage, has Reach C, and benefits from the damage bonus from having Brawling at DX+2 or higher.
    Statistics: Natural Weapon (Crushing; Affects Insubstantial, +20%; Cannot Parry, -40%; Increased Damage 5, +150%; Intangible, +50%; Single, -20%; Sorcery, -15%) [13].

    Cloak Undead
    Keywords: Area (Leveled), Buff.
    Full Cost: 87 points for level 1 + 5 points/additional level or more.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 30 minutes.

    You make undead creatures in an area invisible. You may exclude any creatures from this effect. The subjects still make noise, leave footprints, and has a scent – and anything the subjects are carrying (up to the Medium encumbrance) becomes invisible too. The subjects get a +9 to Stealth in any situation where being seen would matter, if they are carrying no more than their Medium encumbrance.
    Individuals using paranormal remote viewing (crystal balls, Clairvoyance, etc.) cannot see the subjects if the subjects would be invisible to their normal vision. Paranormal abilities that detect enemies, life, and so on non-visually can still see the subjects.
    Invisibility only works against electromagnetic vision (which encompasses ordinary vision, Infravision, Ultravision, and radar). The subjects do not cast shadows and do not show up in mirrors.
    The basic (87-point) version of this spell affects subjects in a two-yard radius and ends if the subject attacks any creature. For each additional 5 points, you may double this radius. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. The improved (95-point) version of this spell eliminates this limitation.
    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).

Version

2 yards

4 yards

8 yards

16 yards

x2

Basic

87 points

92 points

97 points

102 points

+5/level

Improved

95 points

100 points

105 points

110 points

+5/level

    Statistics: Affliction 1 (HT; Accessibility, Undead only, -50%; Advantage, Cloak Undead, +680%; Area Effect, 2 yards, +50%; Extended Duration, x10, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Selective Area, +20%; Sorcery, -15%; Variable Area, +5%) [87]. Notes: “Cloak Undead” is Invisibility (Affects Machines, +50%; Can Carry Objects, Medium, +50%; Dispels after an attack, -20%; Magical, -10%) [68]. The improved version removes the Dispels after an attack limitation from the advantage [+8]. The additional levels add more levels of Area Effect (+50%) [+5]. As a special effect, the DR subtracts from the casting roll rather than forcing a resistance roll.

    Dimensional Lock
    Keywords: Area (Leveled).
    Full Cost: 84 points for level 1 + 15 points/additional level.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: Five minutes.

    This spell creates a shimmering emerald dome that completely blocks interdimensional travel. No form of teleportation, plane shifting, time travel, summoning, or astral projection can be used into or from the area. This spell does not prevent summoned creatures from disappearing at the end of a summoning spell.
    Statistics: Static (Dimensional Travel; Area Effect, 2 yards, +100%; Extended Duration, 30x, +60%; Ranged, +40%; Sorcery, -15%; Variable, Area, +5%; Visible, -10%) [84]. Additional levels increase Area Effect (+50%) [+15]. Note: As a special effect, this forms a hemispherical dome, not a cylinder.

    Disarm
    Keywords: Missile.
    Full Cost: 2 points/level.
    Casting Roll: None. Use Innate Attack (Gaze) to hit.
    Range: 100 yards.
    Duration: Instantaneous.

    This spell creates a telekinetic burst that may force a hand-held item to be dropped and flung away. To do this, attack the weapon or other item as usual (pp. B400-401) with this spell. The telekinetic missile is invisible and hence is often hard to dodge. Roll 1d per level of this spell. The holder of the item must then make an ST roll modified as follows: +2 for a two-handed weapon; +2 once he knows that his item is being targeted by this spell; -1 per 2 points of basic damage that the caster rolled. On a failure, he drops his weapon or other item he is holding! On success by 0‑2, his weapon or item becomes unready. Success by 3+ causes him no ill effects.
    Statistics: Crushing Attack (Accessibility, Only on hand-held items, -15%; No Signature, +20%; No Wounding, -50%; Sorcery, -15%) [2/level]. The damage-to-disarm rule unifies those from p. 11 of GURPS Gun Fu and p. B401.

    Disguise Undead
    Keywords: Buff.
    Full Cost: 71 points.
    Casting Roll: None. Use Innate Attack (Gaze) to aim. Special casting time.
    Range: 100 yards.
    Duration: 3 minutes.

    You make one undead - including its clothing, armor, weapons, and equipment - look different. You cannot change the creature's body type. For example, a wight could look human, humanoid, or like any other generally human-shaped bipedal creature. Otherwise, the extent of the apparent change is up to you. You could add or obscure a minor feature, such as a mole or a beard, or make it look like an entirely different creature.
    The spell does not provide the abilities or mannerisms of the chosen form. It does not alter the perceived tactile (touch) or audible (sound) properties of the undead or its equipment. An axe made to look like a dagger still functions as an axe.
    This spell also foils magical means of detecting undead. Disguise Undead reduces the detector’s effective margin of success by 10 for these purposes – so a spell that succeeded by 0-9 completely fails to find the subject, while one that succeeded by 10+ provides less information than normal and is at a huge disadvantage if it’s resisted.
    Unlike most other spells, this one takes 10 seconds to cast.
    Statistics: Affliction 1 (HT; Accessibility, Undead Only, -50%; Advantage, Disguise Undead, +520%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) [71]. Note: “Disguise Undead” is Elastic Skin (Force Field, +20%; Magical, -10%) [22] + Obscure 10 (Detect; Defensive, +50%; Limited, Detect Undead, -20%; Limited, Magic, -20%; Magical, -10%; No Area of Effect, -50%; Stealthy, +100%) [30].

    Gate Seal
    Keywords: None.
    Full Cost: 26 points or 33 points.
    Casting Roll: None. Use DX or unarmed combat skill to hit.
    Range: Touch.
    Duration: Five hours (basic) or Permanent (improved).

    The sorcerer must touch a gate or portal to cast this spell. Gate Seal prevents any activation of the gate or portal, though the seal may be negated by a successful Dispel Magic cast upon the spell. A Lockmaster spell does not function on the Gate Seal.
    The basic (26-point) version of this spell has a duration of five hours. The improved (33-point) version has a permanent duration.
    Statistics: Affliction 1 (HT; Accessibility, Only portals and gates, -50%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, Variant, +150%; Sorcery, -15%) [26]. The improved version replaces Extended Duration, 100x, +80% with Extended Duration, Permanent, +150% [+7].

    Gemjump
    Keywords: None.
    Full Cost: 30 points.
    Casting Roll: IQ; Special casting time and FP cost.
    Range: Unlimited.
    Duration: Instantaneous.

    This spell teleports you to the location of a specially prepared gem. There can be only one prepared gem at the same time, attuning to a new one (one minute of concentration) prevents you from teleporting to the other one. You may carry gear up to your Medium Encumbrance when you teleport.
    As a Concentrate maneuver make an IQ + Talent roll to cast this spell, modified as per Warp (p. B97). On a failure, the teleportation fails and you strain your teleporting ability: you are at -5 to cast this spell again in the next 10 minutes. On a critical failure, you teleport, but to the wrong destination. This can be anywhere the GM wishes! It need not be dangerous, but it should seriously inconvenience you. In addition, your spell temporarily “burns out” and will not function again for 1d hours.
    Statistics: Warp (Anchored, Gem, -60%; Extra Carrying Capacity, Medium, +20%; Requires Concentrate, -15%; Sorcery, -15%) [30].

    Phase Trap
    Keywords: Resisted (Will).
    Full Cost: 55 points.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: 3 minutes.

    The subject of this spell becomes anchored to the plane of existence he is currently on. He becomes unable to plane shift voluntarily or involuntarily.
    Statistics: Affliction 1 (Will; Advantage, Phase Trap, +270%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [55]. Note: “Phase Trap” is Static (Plane Shifting; Magical, -10%) [27].

    Portrait
    Keywords: None.
    Full Cost: 2 points/level.
    Casting Roll: IQ or Artist (Portrait Spell).
    Range: Touch.
    Duration: Instantaneous.

    With this spell the caster is able to transfer an exact image, including colors, of a specific scene into a sphere of crystal or glass. The glass sphere must weigh no more than 10 x (level squared) lbs. The caster may substitute an Artist (Portrait Spell) roll for the casting roll. This is a new Artist skill specialty that defaults to Artist (Illusion)-2. The maximum size of the captured area depends on the margin of success. Look up the margin of success in the Size column on the Size and Speed/Range Table (p. B550) and use the corresponding Linear Measurement value as the area’s radius.
    Statistics: Control Glass (Accessibility, Only to capture scenes into crystal spheres, -80%; Sorcery, -15%) [2/level].

    Repel Undead
    Keywords: Area (Leveled).
    Full Cost: 31 points for level 1 + 5 points/additional level.
    Casting Roll: None.
    Range: Self.
    Duration: Indefinite. Undead who flee will remain affected for 15 hours.

    This spell creates a powerful compulsion within undead creatures, prompting them to avoid the caster. Every undead creature in the area must roll against Will+DR every second; this is an unopposed roll, not a Quick Contest. If that roll fails, that undead creature immediately flees from the caster and will not approach him again for the next 15 hours. The area is centered around the caster and moves with him.
    Statistics: Affliction 1 (HT; Accessibility, Undead only, -50%; Area Effect, 2 yards, +50%; Aura, +80%; Based on Will, +20%; Disadvantage, Dread, +30%; Extended Duration, 300x, +100%; Fixed Duration, +0%; Melee Attack, Reach C, -30%; No Signature, +20%; Sorcery, -15%; Variable, Area, +5%) [31]. Additional levels add Area Effect (+50%) [+5].

    Reveal Magic
    Keywords: Area (Leveled), Information.
    Full Cost: 38 points for level 1 + 5 points/additional level.
    Casting Roll: Per. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 30 seconds.

    When cast on an area, this spell reveals magical auras for everyone to see. Each magical aura gives off light equivalent to a torch. This includes creatures, objects, and areas under the effects of magic, enchanted items, spellcasters. The caster rolls against Per + Talent to reveal these auras, penalized for range to the edge of the area, and if a new magic aura is brought into the area, the caster must make a new roll for it. The caster or any other observers do not gain any insight about the nature of the revealed effects, only their presence. However, they may follow-up with other spells and abilities to learn more about the magical auras that were revealed.
    Statistics: Detect (Magic; Area Effect, 2 yards, +50%; Cannot Analyze, -10%; Extended Duration, 10x, +40%; Persistent, +40%; Precise, +100%; Ranged, +40%; Reflexive, +40%; Sorcery, -15%; Visible, -10%) [38]. Additional levels add Area Effect (+50%) [+5].

    Summon Monster
    Keywords: None.
    Full Cost: 41 points.
    Casting Roll: None.
    Range: Touch.
    Duration: Indefinite.

    Each time you cast this, you coagulate planar energies to create a creature that resembles an outsider (worth 75% or less of your point value) from a particular plane of existence (chosen when you pick this spell). The GM will create this being, but you can request one that meets broad criteria. You cannot create a specific being using this spell. The creature obeys your orders regardless of how you treat it. Note that the creature should be able to understand you, so most casters learn a language used by the outsiders from the chosen plane. The summoned being does not possess any knowledge, so this spell cannot be used to gain information.
    A summoned being is vulnerable to being dispelled, banished, or warded off with occult techniques. If it is killed, you must wait 24 hours before using this spell again; if dismissed, you must wait five minutes.
    Two other versions of this spell summon beings of different potency. Lesser Summon Monster has a full cost of 14 points, calls forth an outsider worth up to 25% of your point value. Greater Summon Monster has a full cost of 67 points, calls an outsider worth up to 100% of your point value.
    Statistics: Ally (A type of outsiders; Built on 75%; Constantly; Adjustable, +50%; Conjured, +100%; Minion, +50%; Sorcery, -15%; Special Abilities, +50%) [41]. Lesser Summon Monster has Ally, built on 25%. Greater Summon Monster is built on 100%.

    Summon Undead
    Keywords: None.
    Full Cost: 16 points.
    Casting Roll: None.
    Range: Touch.
    Duration: Indefinite.

    Each time you cast this, you use negative energy to create an undead creature (worth 25% or less of your point value). The GM will create this being, but you can request one that meets broad criteria. You cannot create a specific being using this spell. The creature obeys your orders regardless of how you treat it.
    A summoned being is vulnerable to being dispelled, banished, or warded off with occult techniques. If it is killed, you must wait 24 hours before using this spell again; if dismissed, you must wait five minutes.
    Statistics: Ally (Undead; Built on 25%; Constantly; Adjustable, +100%; Conjured, +100%; Minion, +50%; Sorcery, -15%; Special Abilities, +50%) [16].


No comments:

Post a Comment