Tuesday 1 June 2021

Sorcery: Assorted Spells XIII

Sorcery: Assorted Spells XIII

Even more random spells. Spell Phylactery - now that's what I call an extremely janky build of a D&D spell! Magic Weapon and Magic Fang are useful when fighting monsters vulnerable to magic.
   
    Magic Fang
    Keywords: Buff.
    Full Cost: 13 points.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 3 minutes.
 
    Allows the unarmed attacks of the affected subject to ignore DR (Not vs. Magic) of some creatures, such as dragons, and deal additional damage to creatures with Vulnerability to magic.
    Statistics: Affliction 1 (HT; Advantage, Magic Fang, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [13]. Note: “Magic Fang” is Magic Touch (Magical, -10%) [1].


    Magic Weapon
    Keywords: Weapon Buff.
    Full Cost: 11 points.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 3 minutes.
 
    Allows the weapon enchanted to ignore DR (Not vs. Magic) of some creatures, such as dragons, and deal additional damage to creatures with Vulnerability to magic.
    Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Magic Weapon, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [11]. Note: “Magic Weapon” is Magic Touch (Magical, -10%) [1].


    Spell Phylactery
    Keywords: None.
    Full Cost: 40 points.
    Casting Roll: IQ.
    Range: Touch.
    Duration: Permanent until triggered, see text.
 
    You create a set of triggering conditions for a scroll that bears a spell that you could have cast yourself, i.e. that is within the scope of your Sorcerous Empowerment and that costs no more than your Sorcerous Empowerment. The spell must be one that affects your person.
    The conditions needed to bring the spell into effect must be clear, although they can be general. For example, a spell phylactery used with a scroll of Breathe Water might prescribe that any time you are engulfed in water or any similar liquid, the water breathing spell instantly comes into effect. Or a spell phylactery used with an Absorb Impact scroll could trigger any time you fall more than 4 feet. Complicated or convoluted conditions may cause the spell phylactery to fail when called upon.
    The scroll is activated based solely on the stated conditions, regardless of your wishes at the time. When the stated conditions are met, the spell on the scroll is cast upon you as if you used the scroll yourself. Thus, it might require a roll that might be penalized for such aspects as language proficiency, etc.
    If the scroll contains a spell that you could not have normally casted, or limitations on the spell that would prevent you from casting it at the time, it is not cast when the triggering condition occurs, and the magic of the spell phylactery dissipates.
    The scroll prepared with this spell must be bound to your arm or forehead (usually rolled tightly or placed in a small box for this purpose).
    This spell must be cast once for each spell you wish to alter on a scroll.
    If another person wears the spell phylactery, the magic of this spell ends. You may remove and replace the spell phylactery without penalty, but if 24 hours pass without you wearing it, the magic of the spell phylactery ends. The termination of this spell does not harm the spell on the scroll.
    Statistics: Cosmic Power 10 (Limited, One Spell Phylactery Package, -50%; Magical, -10%) [40]. Notes: “Spell Phylactery Package” is Attribute Substitution (Power Techniques based on IQ) [1] + Extra Option (Power techniques for enchanted items) [1] + Supernatural Delay (H) IQ [11] + Unusual Training (Supernatural Delay power technique for sorcery spells; only spells that you could have cast yourself) [1] modified with Accessibility, Only spells that affect the caster, -20%; Accessibility, Only if the scroll is strapped to the arm or forehead, -10%; Accessibility, Only scrolls, -50%; Cosmic, Does not actually cast the spell before it is triggered, +50%; Reduced Fatigue Cost 1, +20%; Magical, -10%; Terminal Condition, Not worn for 24 hours or given to another person, -10% for a final cost of 10 points.


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