Tuesday 11 May 2021

Sorcery: Assorted Spells XII

Sorcery: Assorted Spells XII

Even more fun D&D spells! Net is an area effect Binding. Blacksphere is something like Force Dome combined with Blackout with some extra features. Spidereyes is a drow spying spell. Giant Spider enlarges spiders. Censure is a divine spell that excommunicates the subject. Hold Metal is an interesting spell that freezes ferrous metals in space. Faith Magic Zone slows and impedes arcane spellcasting. Divine Purpose is a more general version of Reveal Function. Blood Lust is a buff that isn't as interesting as the other spells. Slicing Shadow is a shadowy area attack spell. Biting Shadow is its mobile variant. Everchanging Self is a weird spell to conceal the caster's identity. Dark Way is another bridge-creating spell with some interesting features that I couldn't translate fully into GURPS. Crawling Darkness is an interesting Obscure spell. Dark Road is a very expensive digging spell (I removed the navigational component, because that's basically the Seeker spell). Skyhook creates an invisible force hook in the air. Death Link is one of the jankiest spells I've ever converted. Shadow Double is a spell based on the signature class feature of the Shadow Adept prestige class. My first time using the Duplication advantage in any of my writeups.

   
    Biting Shadow
    Keywords: Area (Leveled).
    Full Cost: 41 points for level 1 + 6.5 point/additional level*.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 10 seconds.

    This spell creates a smoky cloud in which spectral dark mouths lined with glittering black fangs appear and disappear. These have only momentary solidity, yet they bite as if they were very powerful, very real creatures. It imposes a -5 penalty to Vision rolls made through it (including Infravision and Ultravision), and deals 1d-2 cutting damage to creatures within its area per turn. While this spell is active, the caster can take a Concentrate maneuver to move the area of effect at Move 3 within the maximum range of the spell.
    Statistics: Cutting Attack 1d-2 (Area Effect, 2 yards, +50%; Link, +10%; Magical, -10%; Mobile 3, +120%; Persistent, +40%; Variable, Area, +5%) [10] + Obscure Vision 5 (Extended, Infravision and Ultravision, +40%; Link, +10%; Mobile 3, +120%; Ranged, +50%; Sorcery, -15%; Variable, Area, +5%) [31]. Further levels add Area Effect (+50%) to the advantages [+6.5*].
    * Calculate the total cost and then round down (because the base ability costs just 40.45 points before rounding).

    Blacksphere
    Keywords: Area (Leveled), Obvious.
    Full Cost: 236 points for level 1 + 35 points/additional level (or more).
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: Five minutes.

    The caster conjures a black force dome that repels (or at least slows) all attacks and traps everyone within, including insubstantial creatures. Anyone wishing to cross the barrier may try to force his way through it as a free action (one attempt per turn): the foe rolls thrust damage and if this overcomes the Blacksphere’s DR, he gets through. This does not dispel the dome, which simply seals closed behind him. Slams and collisions with the dome inflict their usual damage for the purpose of breaking through, but the collider takes no damage, as the dome absorbs kinetic force.
    The dome gives DR against all attacks, as well as against Jet and Missile spells. It offers no protection against any other spells, however, which may be cast freely across the barrier. (Those that require touch are out of luck unless the caster can first break through!)
    In addition, no one can see into the affected area from outside, and no one within the affected area can see anything outside of it; see p. B394 for combat rules. The Dark Vision advantage lets you see through the Blacksphere spell, but Night Vision, Infravision, and Ultravision do not.
    By default, Blacksphere provides DR 10. However, more potent versions are available:

DR

Full Cost

10

236 points for level 1 + 35 points/additional level

20

421 points for level 1 + 60 points/additional level

30

606 points for level 1 + 85 points/additional level

50

976 points for level 1 + 135 points/additional level

100

1,901 points for level 1 + 260 points/additional level

    Statistics: Damage Resistance 10 (Affects Insubstantial, +20%; Affects Others, +50%; Area Effect, 2 yards, +50%; Extended Duration, 30x, +60%; Force Field, +20%; Link, +10%; Persistent, +40%; Ranged, +40%; Sorcery, -15%; Variable, Area, +5%; Visible, -10%) [185] + Obscure Vision 10 (Extended, Infravision and Ultravision, +40%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; Only around the border of the area, -0%; Ranged, +50%; Variable, Area, +5%) [51]. Additional levels increase Area Effect (+50%) [+25 and +10]. More powerful versions multiply DR and the cost of DR by 2, 3, 5, or 10. As a special effect, this forms a hemispherical dome, not a cylinder.

    Blood Lust
    Keywords: Buff.
    Full Cost: 39 points.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: Three minutes.

    This spell grants the subject Discriminatory Smell (p. B49), Fearlessness 2 (p. B55), and High Pain Threshold (p. B59).
    Statistics: Affliction 1 (HT; Advantage, Blood Lust, +270%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [39]. Note: “Blood Lust” is Discriminatory Smell (Magical, -10%) [14] + Fearlessness 2 (Magical, -10%) [4] + High Pain Threshold (Magical, -10%) [9].

    Censure
    Keywords: Resisted (Will).
    Full Cost: 41 points.
    Casting Roll: Will.
    Range: Touch.
    Duration: One day.

    This spell is only appropriate for divine spellcasters that are part of an organized church. If the subject fails to resist, the creature is marked by the spell. The mark is visible to the casting priest and all followers of the same faith. Priests of the same alignment who worship other deities cannot see the mark, but instinctively react to a censured creature with aversion. Regardless of whether they can see the mark or not, priests of the same alignment react to the marked creature at -3.
    To beings of the caster’s faith, the mark shines clearly through clothing and disguises including disguising magic, and even invisibility. However, the mark is invisible to the one bearing it - who may not even know of its existence if it was bestowed in a battle or while the creature was asleep or unconscious. Worshipers can thus readily spy upon and follow those marked as enemies even in crowds or busy city streets. Priests are warned that misuse of such a spell brings about swift divine disfavor.
    Statistics: Affliction 1 (Will; Based on Will, +20%; Cosmic, Extends to similar faiths, +50%; Disadvantage, Social Stigma (Excommunicated), +10%; Extended Duration, 1,000x, +120%; Fixed Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Negated Advantage, Invisibility, Only to the caster’s faith, +30%; No Signature, +20%; Sorcery, -15%) [41].

    Crawling Darkness
    Keywords: None.
    Full Cost: 40 points.
    Casting Roll: None.
    Range: Self.
    Duration: Indefinite.

    This spell brings into being a shroud of dark, writhing tentacles around the caster that cover his entire hex. This hides the caster completely, concealing his identity, but still lets the enemies know his location for sure. See Visibility on p. B394 for more details. If the caster attacks with a Reach C weapon, the defender may be penalized as well.
    Statistics: Obscure 10 (Vision; Area Effect, 1 yard, -25%; Defensive, +50%; Extended, Infravision, Ultravision, +40%; Sorcery, -15%) [40].

    Dark Road
    Keywords: None.
    Full Cost: 128 points.
    Casting Roll: None.
    Range: Touch.
    Duration: 3d seconds.

    This spell creates a temporary passage through earth, stone, or metal that is big enough for you to pass through, and has a depth of your Basic Move in yards.
    Statistics: Permeation (Earth; Can Carry Objects, Heavy Encumbrance, +100%; Extended, Metal and Stone, +40%; Finite Thickness, Basic Move, -5%; Sorcery, -15%; Tunnel, Before, +100%) [128].

    Dark Way
    Keywords: Obvious.
    Full Cost: 82 points for level 1 + 10 points/additional level (or more).
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: Five minutes.
    
    This spell instantly brings into being a ribbonlike, weightless but unbreakable black bridge that acts as Utter Wall (GURPS Sorcery: Protection and Warning Spells, p. 14). The matte black strip of force is straight, 2 feet wide, an inch thick, has no side rails, and can be as long in yards as 9 yards x the spell level. Its length may be only inches, or it may stretch to the maximum allowed by the spell range—but the dark way must be created so that both ends are magically anchored to stationary, stable solid objects such as roofs, wall, or cliff-faces, not dirt slopes or tree branches. It may not bend, but can climb or dip if the caster desires. A dark way need not span a chasm, but can be created inches above the floor of a room (running from wall to wall) to allow its caster to take advantage of its other properties.
    While on the dark way, the caster benefits from Perfect Balance (p. B74), is immune to knockback, and has his Lifting ST increased by 10.
    By default, the dark way has DR 12 and HP 2. However, more potent versions are available that multiply DR, HP, and cost by the same amount:

DR

HP

Full Cost

12

2

82 points for level 1 + 10 points/additional level

24

4

136 points for level 1 + 20 points/additional level

36

6

190 points for level 1 + 30 points/additional level

60

10

298 points for level 1 + 50 points/additional level

120

20

568 points for level 1 + 100 points/additional level

    Statistics: Crushing Attack 4d (Accessibility, Only a 2-feet-wide anchored horizontal plane, -50%; Affects Insubstantial, +20%; Area Effect, 2 yards, +50%; Cosmic, Interferes with spellcasting, +50%; Extended Duration, 30x, +60%; No Wounding, -50%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%; Wall, Shapeable, +60%) [54] + Immunity to Knockback (Environmental, Dark Way, -40%; Magical, -10%) [5] + Lifting ST 10 (Environmental, Dark Way, -40%; Magical, -10%) [15] + Perfect Balance (Environmental, Dark Way, -40%; Magical, -10%) [8]. Additional levels increase Area Effect (+50%) to the Crushing Attack [+10]. More powerful versions multiply dice and Full Cost by 2, 3, 5, or 10. If using KYOS, the spell costs 35 points more.

    Death Link
    Keywords: Resisted (Will).
    Full Cost: 90 points.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: Five hours.

    This spell connects the caster with a target creature in such a way that damage, healing, and other effects to one also affected the other. Whenever one party benefits from any positive supernatural effect (healing spell, temporary attribute bonus, and so on), the other is also affected. If the caster is stunned, knocked out, mind-controlled, etc., the connected creature is similarly affected. The reverse is also true. Should one of the linked creatures die, the other must make an HT roll. Success at the HT roll means they’re still conscious, but they suffer the effects of a Mortal Wound (p. B423). Critical success means you suffer no ill effects.
    Statistics: Affliction 1 (Will; Advantage, Death Link, +180%; Based on Will, +20%; Disadvantage, Death Link, +10%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Link, +10%; Malediction 2, +150%; No Signature, +20%; Sorcery,  15%) [56] + Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Death Link, +180%; Disadvantage, Death Link, +10%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Link, +10%; Magical, -10%; No Signature, +20%) [34]. Notes: “Death Link” is Death Link (Magical, -10%) [18]. The base price of 10 points was derived from the Ally advantage, assuming the most expensive variant (built on 150% points, constantly available). Adding Cosmic, Shared Effects, +50% would translate into 20 points for the virtual Ally advantage. Disadvantage, Death Link, +10% was priced in a similar way, but with the Sympathy, Resistible Death, -25% limitation that translates into a -10-point disadvantage.

    Divine Purpose
    Keywords: Information.
    Full Cost: 13 points.
    Casting Roll: IQ.
    Range: Touch.
    Duration: Instantaneous.

    When cast on any object, this spell lets the caster determine its functions. If the subject has more than one function, the spell reveals them in order of complexity (simplest first), and tells the caster “there are more functions.” Later castings will reveal the remaining functions.
    On a success, you learn one function per point of margin of success. On a critical success, you learn all functions.
    On a failure, you do not learn anything, and cannot attempt to read that object again for 24 hours.
    Statistics: Psychometry (Accessibility, Only to reveal functions, -30%; Active Only, -20%; Sensitive, +30%; Sorcery, -15%) [13].

    Everchanging Self
    Keywords: None.
    Full Cost: 4 points.
    Casting Roll: None.
    Range: Self.
    Duration: Indefinite.

    This spell causes the caster’s body to change shape and appearance constantly, with skin hue and texture, number of limbs, and all other physical attributes changing continually. The everchanging “slides” of shape ruin most clothing and armor (rigid armor will linger for seconds equal to its DR, dealing the casted 1 point of injury per second, then fall off, as the caster’s body slides out of it), but effectively conceal the caster’s identity. The constantly changing body shape gives the caster DR 1 with the Tough Skin limitation and Flexibility (p. B56). However, the caster also suffers a -1 penalty to DX and is terrible to behold – everyone reacts at -5 to him.
    Statistics: DR 1 (Cannot Wear Armor, -40%; Magical, -10%; Temporary Disadvantage, Appearance (Monstrous) and -1 DX, -40%; Tough Skin, -40%) [1] + Flexibility (Sorcery, -15%; Temporary Disadvantage, Appearance (Monstrous) and -1 DX, -40%) [3].

    Faith Magic Zone
    Keywords: Area (Leveled), Resisted (Will).
    Full Cost: 49 points for level 1 + 5 points/additional level.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: 1 minute.

    This spell causes the casting of all arcane spells in the area of effect to be slowed. Every creature and object in the area acts as if they had Decreased Time Rate (p. B129), but only for the purpose of casting arcane spells or using other magical abilities. Anyone entering the area must resist each second or become slowed likewise. Anyone leaving the area stops being affected by this spell.
    In addition, any creature under this slowing effect also benefits from Magic Resistance 1 with the Improved enhancement (p. B67).
    Statistics: Affliction 1 (Will; Advantage, Faith Magic Zone, +50%; Area Effect, 2 yards, +50%; Based on Will, +20%; Disadvantage, Decreased Time Rate, Only for the purpose of using magic, +80%; Extended Duration on Persistent, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; Low Signature, +10%; Persistent, +40%; Reduced Duration, 1/3, -10%; Reduced Duration, 1/180, Only after the target leaves the area, -35%; Sorcery, -15%; Variable, Area, +5%) [49]. Additional levels add more Area Effect (+50%) [+5]. Note: “Faith Magic Zone” is Magic Resistance 1 (Magical, -10%; Improved, +150%) [5].

    Giant Spider
    Keywords: Buff.
    Full Cost: 16 points for level 1 + 9 points/level + ST to support the new size.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: Three minutes.
    
    The caster enlarges a spider. As the subject’s size increases, so must its ST (or it would collapse under its own weight).
    Each level of Giant Spider lets the caster increase his subject’s Size Modifier by +1. Find the subject’s final height from the Size Modifier Table (p. B19). Increases in SM affect the subject’s arm and leg length when calculating reach and determining whether he can negotiate obstacles; see Size Modifier and Reach (p. B402).
    If the caster attempts to enlarge the subject in a room, vehicle, container, etc. that isn’t large enough to hold it, its growth normally stops. However, if maximum thrust damage for the subject’s current ST is greater than the wall or ceiling’s DR, it bursts through it. This takes one second per point of DR.
    The caster must buy the ST necessary to support the subject’s enlarged form and add it to the Advantage enhancement. This is 5 x final height in yards. This ST is only available when the subject grows, and the caster must buy it with the Size limitation (see Strength, p. B14). Use the subject’s maximum SM to determine the limitation value. Note that if this additional ST is not enough to support the enlarged form of the subject, the spell fails!
    Statistics: Affliction 1 (HT; Accessibility, Spiders Only, -50%; Advantage, Giant Spider, +90%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [16]. Notes: “Giant Spider” is Growth (Magical, -10%; Maximum Size Only, +0%) [9]. Additional levels add further Giant Spider to the Advantage enhancement [+9].

    Hold Metal
    Keywords: Area (Leveled), Resisted (HT).
    Full Cost: 38 points for level 1 + 5 points/additional level.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: Six seconds.

    By casting this spell, the priest causes all ferrous metal (iron, iron alloys, and steel) within the spell’s area of effect to be held fast. Swords being swung, pendulum blades arcing, and other metallic objects stop in midstrike. Although these metal objects can be touched, they cannot be moved for the duration of the spell. It is as if the metal weighed tons or was held fast by sovereign glue.
    This spell is often used to prevent individuals in the area of effect from drawing weapons or from removing metallic or partially metallic objects from the affected area. The spell is especially useful against individuals clad in chain or plate mail. Beings wearing any ferrous armor find that while under the effects of this spell they cannot move, unless they can somehow remove these items without moving any metal parts. This may require DX or Escape rolls with a penalty that depends on the specifics of the situation.
    Unattended ferrous items resist with their HT. Creatures wielding, wearing, or holding ferrous items use their HT to resist. Roll once for each creature. You cannot omit any creatures or objects from the effect.
    Statistics: Affliction 1 (HT; Accessibility, Ferrous Metals, -50%; Area Effect, 2 yards, +50%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Paralysis, Variant, +150%; Reduced Duration, 1/30, -30%; Sorcery, ‑15%; Variable, Area, +5%) [38]. Additional levels add Area Effect (+50%) [+5].

    Net
    Keywords: Area (Leveled).
    Full Cost: 40 points for level 1 + 12 points/additional level.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: Instantaneous.

    You conjure a sticky net that falls over an area. Placing the effect requires a roll against Innate Attack (Gaze) plus Talent; if you miss, see Scatter (p. B414). Anyone covered by the net is grappled with ST 12 and rooted in place. They cannot select the Move or Change Posture maneuvers or change facing, and are at -4 to DX. Each additional net cast over the area increases the ST by 1.
    To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of the Net. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Alternatively, he may try to destroy the Net. Innate Attacks hit automatically; other attacks are at -4. External attacks on the Net take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). The Net has DR 4. Each point of damage reduces ST by one. At ST 0, the Net is destroyed and the victims are freed. The Net can only be damaged by cutting attacks.
    Statistics: Binding 12 (Area Effect, 2 yards, +50%; Only Damaged By Cutting, +30%; Sorcery, -15%) [40]. Each additional level adds more Area Effect [+12].

    Shadow Double
    Keywords: None.
    Full Cost: 62 points.
    Casting Roll: None.
    Range: Self.
    Duration: Indefinite.

    The caster creates a double of himself woven from shadowstuff. The double possesses the caster’s full knowledge and mundane powers (it cannot cast spells, use psionics, use magical abilities, etc.), but no gear. The double is under caster’s mental control. If the caster dies, the double dies as well, but the reverse is not true. Should the double die, the next casting of this spell will cost extra 10 FP (this does not apply to maintenance, only to casting).
    If the caster can see his shadow double, he may use it as the origin of his spells or other supernatural abilities, including touch attacks.
    Statistics: Duplication 1 (Accessibility, Mundane abilities, -10%; Construct, +60%; Cosmic, Origin of spells, limited by Vision-Based, Reversed, +40%; Sorcery, -15%) [62].

    Skyhook
    Keywords: None.
    Full Cost: 43 points.
    Casting Roll: None.
    Range: 10 yards.
    Duration: 1 minute.

    This spell creates a solid hook of magical force, invisible to all but the caster, at a desired location. The hook need not be attached to anything, and is usually created in midair over a pit or chasm. Once cast, it remains immobile. Creatures can hang onto it, ropes can be tied to or hooked over it (appearing to hang from empty air), and so on. It supports loads of up to 720 pounds (KYOS: 1,590 pounds). If its weight limit is exceeded, the skyhook instantly vanishes. Where relevant, the skyhook has ST 19.
    Statistics: Telekinesis 19 (Fixed Duration, +0%; Independent, +40%; Lift Only, -20%; One Task, Suspending, -60%; Sorcery, -15%) [43].

    Slicing Shadow
    Keywords: Area (Leveled).
    Full Cost: 25 points for level 1 + 6.5 point/additional level*.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 10 seconds.

    This spell creates a smoky, immobile cloud in which black, whiplike whorls of deeper darkness appear and disappear. They have only momentary solidity, yet they slice as if they were unbreakable, razor-sharp ribbons of steel. It imposes a -5 penalty to Vision rolls made through it (including Infravision and Ultravision), and deals 1d-2 cutting damage to creatures within its area per turn.
    Statistics: Cutting Attack 1d-2 (Area Effect, 2 yards, +50%; Link, +10%; Magical, -10%; Persistent, +40%; Variable, Area, +5%) [6] + Obscure Vision 5 (Extended, Infravision and Ultravision, +40%; Link, +10%; Ranged, +50%; Sorcery, -15%; Variable, Area, +5%) [19]. Further levels add Area Effect (+50%) to the advantages [+6.5*].
    * Calculate the total cost, then round up.

    Spidereyes
    Keywords: Resisted (IQ).
    Full Cost: 51 points.
    Casting Roll: Will.
    Range: Touch.
    Duration: One day.

    This spell creates a link between a touched spider and the caster. This link allows the caster to see through the eyes of the aforementioned spider, and the visual feed is “translated” to the caster, because spiders usually have eight eyes. The caster must be able to touch the spider to cast this spell, but seeing through the spider’s eyes does not require physical contact or a roll – the spider constantly transmits what it sees to the caster. In any situation, the caster specifies whether they’re giving priority to their own vision or the Spidereyes at the start of each turn. All tasks that depend on the deprioritized vision source are at -4.
    Statistics: Affliction 1 (IQ; Accessibility, Spiders Only, -50%; Advantage, Spidereyes, +240%; Based on IQ, +20%; Extended Duration, x1,000, +120%; Fixed Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Sorcery, -15%) [51]. Note: “Spidereyes” is Telesend (Accessibility, Only the caster, -80%; Always On, -10%; Cosmic, No die roll required, +100%; Magical, -10%; Video Only, -20%) [24].

No comments:

Post a Comment