Wednesday 9 June 2021

Sorcery: Forgotten Spells III

Sorcery: Forgotten Spells III

I've opened GURPS Locations: Metro of Madness and found out that I did not convert the spells from there! Let's fix that quickly.

    Rail Communication
    Keywords: None.
    Full Cost: 17 points.
    Casting Roll: IQ.
    Range: Unlimited.
    Duration: Indefinite.

    Lets a caster who is standing on a rail communicate telepathically with one willing subject located somewhere else along the same rail line (sitting in a station, on a train, etc.). Range is theoretically unlimited, but the IQ roll to cast this spell takes the range penalties given under Long-Distance Modifiers (p. B241). If the caster cannot see or otherwise sense his subject, he has an additional penalty: -1 for family, lovers, or close friends; -3 for casual friends and acquaintances; or -5 for someone met only briefly.
    If successful, the participants hear each other’s projected thoughts, allowing “real-time” conversation. If a participant does not want to hear the other one, he can simply get off the train or walk away from the rail. The caster may maintain a connection with that subject for as long as he’d like, but he must keep touching the rail. No further rolls are normally required unless the range penalty worsens.
    Others can join the “conference” at any time – a new casting of the spell (by anyone involved) is required for each new person to enter.
    Statistics: Mind Reading (Accessibility, The caster must be touching the rail and subject must be along the same line, -60%; Accessibility, Projected thoughts only, -20%; Link, +10%; Magical, -10%; Telecommunication, -20%) [6] + Telesend (Accessibility, The caster must be touching the rail and subject must be along the same line, -60%; Link, +10%; Sorcery, -15%) [11].

    Rail Teleport
    Keywords: None.
    Full Cost: 20 points.
    Casting Roll: IQ; Special casting time and FP cost.
    Range: Self.
    Duration: Instantaneous.

    This spell allows a caster who is standing on or by a rail to teleport himself to anywhere alongside that particular line. The caster can carry up to Medium Encumbrance when he travels. This spell is not affected by distance, preparation time, extra FP spent on casting, and being unable to see the destination. While the caster is effectively teleporting blind, this spell is based not on spatial coordinates but on actual knowledge of the destination. This normally requires an IQ-5 roll, but roll vs. IQ if the caster has Eidetic Memory or IQ+5 with Photographic Memory – aided by Talent in all cases.
    Make a Concentrate maneuver and roll against IQ + Talent. On a success, the caster appears at the target destination. On a failure, he goes nowhere and strains his teleporting ability: he is at -5 to cast this spell again in the next 10 minutes. On a critical failure, he arrives at the wrong destination. This can be anywhere the GM wishes! It need not be dangerous, but it should seriously inconvenience the caster. In addition, your spell temporarily “burns out” and will not function again for 1d hours.
    Statistics: Warp (Accessibility, Only to another place on this line, -20%; Accessibility, Requires knowledge of destination, -10%; Blind Only, -50%; Cosmic, Based on memory of destination rather than spatial coordinates, +50%; Extra Carrying Capacity, Medium, +20%; Requires Concentrate, -15%; Special Portal, Railway, -40%; Sorcery, -15%) [20].

    Rail Teleport Other
    Keywords: Resisted (Will).
    Full Cost: 128 points.
    Casting Roll: Will. IQ to teleport.
    Range: Unlimited.
    Duration: Instantaneous.

    If the subject fails to resist, the caster may try an immediate IQ + Talent roll to teleport the subject as if using the Rail Teleport spell. The caster can send the subject who is standing on or by a rail and his gear up to his Medium encumbrance to anywhere alongside that particular line. The IQ roll to teleport is not affected by distance, preparation time, extra FP spent on casting, and being unable to see the destination. While the caster is effectively teleporting the subject blind, this spell is based not on spatial coordinates but on actual knowledge of the destination. This normally requires an IQ-5 roll, but roll vs. IQ if the caster has Eidetic Memory or IQ+5 with Photographic Memory – aided by Talent in all cases.
    On a success, the subject appears at the target destination. On a failure, he goes nowhere and the caster strains his teleporting ability: he is at -5 to cast this spell again in the next 10 minutes. On a critical failure, the subject arrives at the wrong destination. This can be anywhere the GM wishes! It need not be dangerous, but it should seriously inconvenience the subject. In addition, the caster’s spell temporarily “burns out” and will not function again for 1d hours.
    Statistics: Affliction 1 (Will; Advantage, Rail Teleport Other, +1,000%; Based on Will, +20%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [128]. Note: “Rail Teleport Other” is Warp (Accessibility, Only to another place on this line, -20%; Accessibility, Requires knowledge of destination, -10%; Blind Only, -50%; Cosmic, Based on memory of destination rather than spatial coordinates, +50%; Extra Carrying Capacity, Medium, +20%; Reliable 10, +50%; Special Portal, Railway, -40%) [100]. The +10 for Reliable cancels the -10 for no preparation.

    System Switch
    Keywords: None.
    Full Cost: 20 points.
    Casting Roll: IQ; Special casting time and FP cost.
    Range: Self.
    Duration: Instantaneous.

    When standing on or by a rail system, you can teleport the rail system of another city. You can carry up to Extra-Heavy Encumbrance when you travel.
    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

    Add an additional -1 for each 10x increase in distance.
    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

    This table is not open-ended; +10 is the maximum possible bonus.
    Fatigue Points: Apply a bonus of +1 per additional 2 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, you appear at your target destination. On a failure, you go nowhere and strain your teleporting ability: you are at -5 to cast this spell again in the next 10 minutes. On a critical failure, you arrive at 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 (Accessibility, Only to a rail system of another city, -40%; Blind Only, -50%; Extra Carrying Capacity, Extra-Heavy, +50%; Reliable 5, +25%; Requires Concentrate, -15%; Special Portal, Rail, -40%; Sorcery, -15%) [20].

    Train Teleport
    Keywords: Resisted (Will).
    Full Cost: 160 points.
    Casting Roll: Will. IQ to teleport.
    Range: Touch.
    Duration: Instantaneous.

    A moving train that the caster is currently inside is teleported. Any cars that are connected with it are transported; any that have been disconnected are left behind. It must be shifted to a track that it can move along, but it need not be part of the same system. For example, a metro train could be moved to the track of the metro system of another city (if it is within range), but it cannot be sent to a normal train track. The train continues to travel at the same velocity. The IQ roll to teleport is not affected by distance, preparation time, extra FP spent on casting, and being unable to see the destination. While the caster is effectively teleporting the subject blind, this spell is based not on spatial coordinates but on actual knowledge of the destination. This normally requires an IQ-5 roll, but roll vs. IQ if the caster has Eidetic Memory or IQ+5 with Photographic Memory – aided by Talent in all cases.
    On a success, the train appears at the target destination. On a failure, it goes nowhere and the caster strains his teleporting ability: he is at -5 to cast this spell again in the next 10 minutes. On a critical failure, the train arrives at the wrong destination. This can be anywhere the GM wishes! It need not be dangerous, but it should seriously inconvenience the caster. In addition, the caster’s spell temporarily “burns out” and will not function again for 1d hours.
    Statistics: Affliction 1 (Will; Advantage, Train Teleport, +1,400%; Based on Will, +20%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Sorcery, -15%) [160]. Note: “Train Teleport” is Warp (Accessibility, Only to another place appropriate track, -20%; Accessibility, Requires knowledge of destination, -10%; Accessibility, Must move at full Move, -30%; Blind Only, -50%; Cosmic, Based on memory of destination rather than spatial coordinates, +50%; Extra Carrying Capacity, Extra-Heavy, +50%; Reliable 10, +50%) [140]. The +10 for Reliable cancels the -10 for no preparation.

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