Thursday, 21 October 2021

Sorcery: Curse-Missiles

Sorcery: Curse-Missiles

I decided to crack GURPS Magic 3e open and see if there are any spells that did not make it to the 4th edition. And apparently, there are some of them. First up is Curse-Missile, a group of spells that mostly fall into the Body Control college.

 
    Curse-Missile: Clumsiness
    Keywords: Missile, Obvious.
    Full Cost: 15 points.
    Casting Roll: None. Use Innate Attack (Projectile) to hit.
    Range: 100 yards.
    Duration: 3 minutes.
 
    The caster creates an orb of greenish light in his hand, then throws it at the subject. The subject can resist with HT + DR of the location hit. DR with the Tough Skin limitation is ignored for this purpose. If the victim fails, he suffers temporary DX loss equal to his margin of failure (maximum -10). Lower all skills based on DX by a like amount. Secondary characteristics are not affected.
    Statistics: Affliction 1 (HT; Attribute Penalty, DX-10, +100%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Penalty cannot exceed margin of victory, -50%; Sorcery, 15%) [15].
 
    Curse-Missile: Curse
    Keywords: Missile, Obvious.
    Full Cost: 40 points.
    Casting Roll: None. Use Innate Attack (Projectile) to hit.
    Range: 100 yards.
    Duration: Permanent.
 
    The caster creates an orb of greenish light in his hand, then throws it at the subject. The subject can resist with Will + DR of the location hit. DR with the Tough Skin limitation is ignored for this purpose. If the subject fails, he gains the Cursed (p. B129) disadvantage. When anything goes wrong for the subject’s party, it happens to the subject. If something goes right, it does not affect the subject. This can cover vital die rolls, enemy appearance, and other bad happenings. These harmful events may be not only inconvenient, but also lethal.
    This cannot be undone via Dispel Magic (GURPS Thaumatology: Sorcery, p. 21); countering it requires Remove Curse (GURPS Thaumatology: Sorcery, p. 21).
    Statistics: Affliction 1 (Will; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Disadvantage, Cursed, +75%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Sorcery, -15%) [40].
 
    Curse-Missile: Itch
    Keywords: Missile, Obvious.
    Full Cost: 10 points.
    Casting Roll: None. Use Innate Attack (Projectile) to hit.
    Range: 100 yards.
    Duration: 30 seconds.
 
    The caster creates an orb of greenish light in his hand, then throws it at the subject. The subject can resist with HT + DR of the location hit. DR with the Tough Skin limitation is ignored for this purpose. Should he fail, he will be at -2 to DX for 30 seconds. Scratching for one full second relieves the itch, but he can do nothing else while scratching; this requires a Do Nothing maneuver in combat.
    Statistics: Affliction 1 (HT; Itching, +10%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Reduced Duration, 1/6, -15%; Sorcery, 15%) [10].
 
    Curse-Missile: Pain
    Keywords: Missile, Obvious.
    Full Cost: 10 points.
    Casting Roll: None. Use Innate Attack (Projectile) to hit.
    Range: 100 yards.
    Duration: 1 second.
 
    The caster creates an orb of greenish light in his hand, then throws it at the subject. The subject can resist with HT + DR of the location hit. DR with the Tough Skin limitation is ignored for this purpose. If he fails, he feels a stab of agonizing pain. He must make a Will roll to avoid crying out. If he is in a precarious position (climbing, for instance), he must make a DX roll to avoid catastrophe! He has a -4 penalty to all DX, IQ, skill, and self-control rolls for the next second only. High Pain Threshold halves these penalties; Low Pain Threshold doubles them.
    Statistics: Affliction 1 (HT; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Reduced Duration, 1/180, -40%; Severe Pain, +40%; Sorcery, -15%) [10].
 
    Curse-Missile: Spasm
    Keywords: Missile, Obvious.
    Full Cost: 12 points.
    Casting Roll: None. Use Innate Attack (Projectile) to hit.
    Range: 100 yards.
    Duration: Instantaneous.
 
    The caster creates an orb of greenish light in his hand, then throws it at the subject. The subject can resist with HT + DR of the location hit. DR with the Tough Skin limitation is ignored for this purpose. If the orb hits a hand and the subject fails to resist, it causes the subject to drop whatever he is holding (usually a weapon). If the subject is in the middle of a lengthy spell requiring gestures, he must make a DX roll or start over. If it hits the leg or foot, the subject must roll against DX or fall.
    Statistics: Affliction 1 (HT; Accessibility, Voluntary muscles only, -20%; Caster is allowed a DX roll to continue casting, -5%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No fatigue loss from Seizure, -20%; Seizure, +100%; Reduced Duration, 1/180, -40%; Sorcery, -15%) [12].
 
    Curse-Missile: Strike Blind
    Keywords: Missile, Obvious.
    Full Cost: 13 points.
    Casting Roll: None. Use Innate Attack (Projectile) to hit.
    Range: 100 yards.
    Duration: 9 seconds.
 
    The caster creates an orb of greenish light in his hand, then throws it at the subject. The subject can resist with HT + DR of the location hit. DR with the Tough Skin limitation is ignored for this purpose. If the subject fails to resist, he becomes temporarily blinded. See Blindness, p. B124, for a full description of the effects; the most important is that he is at -10 to attack anyone physically, and cannot see to target spells.
    Statistics: Affliction 1 (HT; Disadvantage, Blindness, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Reduced Duration, 1/20, -25%; Sorcery, 15%) [13].
 
    Curse-Missile: Strike Deaf
    Keywords: Missile, Obvious.
    Full Cost: 10 points.
    Casting Roll: None. Use Innate Attack (Projectile) to hit.
    Range: 100 yards.
    Duration: 9 seconds.
 
    The caster creates an orb of greenish light in his hand, then throws it at the subject. The subject can resist with HT + DR of the location hit. DR with the Tough Skin limitation is ignored for this purpose. If the subject fails to resist, he becomes temporarily deafened.
    Statistics: Affliction 1 (HT; Disadvantage, Deafness, +20%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Reduced Duration, 1/20, -25%; Sorcery, 15%) [10].
 
    Curse-Missile: Strike Dumb
    Keywords: Missile, Obvious.
    Full Cost: 9 points or 10 points.
    Casting Roll: None. Use Innate Attack (Projectile) to hit.
    Range: 100 yards.
    Duration: 9 seconds.
 
    The caster creates an orb of greenish light in his hand, then throws it at the subject. The subject can resist with HT + DR of the location hit. DR with the Tough Skin limitation is ignored for this purpose. If the subject fails to resist, he temporarily loses its ability to speak. The basic (9-point) version of this spell makes the subject lose its ability to speak intelligently (the subject can still bark, growl, trill, etc.) The improved (10-point) version of this spell makes the subject completely mute and unable to make vocal sounds.
    Statistics: Affliction 1 (HT; Disadvantage, Cannot Speak, +15%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Reduced Duration, 1/20, -25%; Sorcery, 15%) [9]. The improved version improves Cannot Speak to Mute [+1].



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