Sunday 24 October 2021

Sorcery: Even More Unmerged Animal Spells

 Sorcery: Even More Unmerged Animal Spells

GURPS Grimoire gives us some more options for (Animal) Control and Repel (Animal) spells. Yes, they are pretty much the same, but let's turn them into proper spells for specialized druids.
  
    Amphibian Control
    Keywords: Resisted (Will).
    Full Cost: 23 points.
    Casting Roll: IQ.
    Range: Unlimited.
    Duration: Special.
 
    You can take control of any single amphibian – or of one square yard of a swarm of smaller amphibians. The victim obeys your every command, effectively gaining the Reprogrammable disadvantage with you as the master. Only amphibians with a racial IQ of 1-5 or less can be affected, though the GM may make exceptions for amphibians with IQ 6 and Bestial. In addition to range penalties, your casting roll is at -1 for each other animal currently under your control. If you tie, nothing happens, but if you lose the creature is immune to you for 24 hours and can sense your attempted coercion; the GM will make a new reaction roll at -2, using the worse of its existing or new reaction.
    This spell has an indefinite duration if you take constant Concentrate maneuvers to keep it active (and pay the usual 1 FP per minute). Once you stop concentrating, it continues to last for a fixed duration (at no FP cost) in minutes equal to the margin by which you won the initial Quick Contest. If you lose consciousness, the spell ends immediately.
    Statistics: Mind Control (Accessibility, Amphibians only, -40%; Sorcery, -15%) [23].
 
    Arachnid Control
    Keywords: Resisted (Will).
    Full Cost: 23 points.
    Casting Roll: IQ.
    Range: Unlimited.
    Duration: Special.
 
    You can take control of any single arachnid – or of one square yard of a swarm of smaller arachnids. The victim obeys your every command, effectively gaining the Reprogrammable disadvantage with you as the master. Only arachnids with a racial IQ of 1-5 or less can be affected, though the GM may make exceptions for arachnids with IQ 6 and Bestial. In addition to range penalties, your casting roll is at -1 for each other animal currently under your control. If you tie, nothing happens, but if you lose the creature is immune to you for 24 hours and can sense your attempted coercion; the GM will make a new reaction roll at -2, using the worse of its existing or new reaction.
    This spell has an indefinite duration if you take constant Concentrate maneuvers to keep it active (and pay the usual 1 FP per minute). Once you stop concentrating, it continues to last for a fixed duration (at no FP cost) in minutes equal to the margin by which you won the initial Quick Contest. If you lose consciousness, the spell ends immediately.
    Statistics: Mind Control (Accessibility, Arachnids only, -40%; Sorcery, -15%) [23].
 
    Crustacean Control
    Keywords: Resisted (Will).
    Full Cost: 23 points.
    Casting Roll: IQ.
    Range: Unlimited.
    Duration: Special.
 
    You can take control of any single crustacean – or of one square yard of a swarm of smaller crustaceans. The victim obeys your every command, effectively gaining the Reprogrammable disadvantage with you as the master. Only crustaceans with a racial IQ of 1-5 or less can be affected, though the GM may make exceptions for crustaceans with IQ 6 and Bestial. In addition to range penalties, your casting roll is at -1 for each other animal currently under your control. If you tie, nothing happens, but if you lose the creature is immune to you for 24 hours and can sense your attempted coercion; the GM will make a new reaction roll at -2, using the worse of its existing or new reaction.
    This spell has an indefinite duration if you take constant Concentrate maneuvers to keep it active (and pay the usual 1 FP per minute). Once you stop concentrating, it continues to last for a fixed duration (at no FP cost) in minutes equal to the margin by which you won the initial Quick Contest. If you lose consciousness, the spell ends immediately.
    Statistics: Mind Control (Accessibility, Crustaceans only, -40%; Sorcery, -15%) [23].
 
    Protozoan Control
    Keywords: Resisted (Will).
    Full Cost: 10 points.
    Casting Roll: IQ.
    Range: Unlimited.
    Duration: Special.
 
    You can take control of any single protozoan – or of one square yard of a swarm of smaller protozoa. The victim obeys your every command, effectively gaining the Reprogrammable disadvantage with you as the master. Only protozoa with a racial IQ of 1-5 or less can be affected, though the GM may make exceptions for protozoa with IQ 6 and Bestial. In addition to range penalties, your casting roll is at -1 for each other animal currently under your control. If you tie, nothing happens, but if you lose the creature is immune to you for 24 hours and can sense your attempted coercion; the GM will make a new reaction roll at -2, using the worse of its existing or new reaction.
    This spell has an indefinite duration if you take constant Concentrate maneuvers to keep it active (and pay the usual 1 FP per minute). Once you stop concentrating, it continues to last for a fixed duration (at no FP cost) in minutes equal to the margin by which you won the initial Quick Contest. If you lose consciousness, the spell ends immediately.
    Statistics: Mind Control (Accessibility, Protozoa only, -70%; Sorcery, -15%) [10].
  
    Worm Control
    Keywords: Resisted (Will).
    Full Cost: 18 points.
    Casting Roll: IQ.
    Range: Unlimited.
    Duration: Special.
 
    You can take control of any single worm – or of one square yard of a swarm of smaller worms. The victim obeys your every command, effectively gaining the Reprogrammable disadvantage with you as the master. Only worms with a racial IQ of 1-5 or less can be affected, though the GM may make exceptions for worms with IQ 6 and Bestial. In addition to range penalties, your casting roll is at -1 for each other animal currently under your control. If you tie, nothing happens, but if you lose the creature is immune to you for 24 hours and can sense your attempted coercion; the GM will make a new reaction roll at -2, using the worse of its existing or new reaction.
    This spell has an indefinite duration if you take constant Concentrate maneuvers to keep it active (and pay the usual 1 FP per minute). Once you stop concentrating, it continues to last for a fixed duration (at no FP cost) in minutes equal to the margin by which you won the initial Quick Contest. If you lose consciousness, the spell ends immediately.
    Statistics: Mind Control (Accessibility, Worms only, -50%; Sorcery, -15%) [18].
  
    Repel Amphibians
    Keywords: Area (Leveled), Resisted (IQ).
    Full Cost: 38 points for level 1 + 5 points/additional level.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: 30 seconds.
 
    Amphibians with racial IQ 1-5 become unwilling to enter the area; any already within the area leave immediately.
    While this spell is technically resisted by each amphibian’s IQ, in practice the GM should bother only for extraordinary amphibians. If so, victory allows the amphibian to remain within the area.
    Statistics: Affliction 1 (IQ; Accessibility, Amphibians Only, -40%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Extended Duration on Persistent, 3x, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Sorcery, -15%) [38]. Additional levels add Area Effect (+50%) [+5].
  
    Repel Arachnids
    Keywords: Area (Leveled), Resisted (IQ).
    Full Cost: 38 points for level 1 + 5 points/additional level.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: 30 seconds.
 
    Arachnids with racial IQ 1-5 become unwilling to enter the area; any already within the area leave immediately.
    While this spell is technically resisted by each arachnid’s IQ, in practice the GM should bother only for extraordinary arachnids. If so, victory allows the arachnid to remain within the area.
    Statistics: Affliction 1 (IQ; Accessibility, Arachnids Only, -40%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Extended Duration on Persistent, 3x, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Sorcery, -15%) [46]. Additional levels add Area Effect (+50%) [+5].
  
    Repel Crustaceans
    Keywords: Area (Leveled), Resisted (IQ).
    Full Cost: 38 points for level 1 + 5 points/additional level.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: 30 seconds.
 
    Crustaceans with racial IQ 1-5 become unwilling to enter the area; any already within the area leave immediately.
    While this spell is technically resisted by each crustacean’s IQ, in practice the GM should bother only for extraordinary crustaceans. If so, victory allows the crustacean to remain within the area.
    Statistics: Affliction 1 (IQ; Accessibility, Crustaceans Only, -40%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Extended Duration on Persistent, 3x, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Sorcery, -15%) [38]. Additional levels add Area Effect (+50%) [+5].
  
    Repel Protozoa
    Keywords: Area (Leveled), Resisted (IQ).
    Full Cost: 35 points for level 1 + 5 points/additional level.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: 30 seconds.
 
    Protozoa with racial IQ 1-5 become unwilling to enter the area; any already within the area leave immediately.
    While this spell is technically resisted by each protozoan’s IQ, in practice the GM should bother only for extraordinary protozoa. If so, victory allows the protozoan to remain within the area.
    Statistics: Affliction 1 (IQ; Accessibility, Protozoa Only, -70%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Extended Duration on Persistent, 3x, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Sorcery, -15%) [35]. Additional levels add Area Effect (+50%) [+5].
 
    Repel Worms
    Keywords: Area (Leveled), Resisted (IQ).
    Full Cost: 37 points for level 1 + 5 points/additional level.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: 30 seconds.
 
    Worms with racial IQ 1-5 become unwilling to enter the area; any already within the area leave immediately.
    While this spell is technically resisted by each worm’s IQ, in practice the GM should bother only for extraordinary worms. If so, victory allows the worm to remain within the area.
    Statistics: Affliction 1 (IQ; Accessibility, Worms Only, -50%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Disadvantage, Dread, +30%; Extended Duration on Persistent, 3x, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Persistent, +40%; Sorcery, -15%) [37]. Additional levels add Area Effect (+50%) [+5].

No comments:

Post a Comment