Saturday, 23 October 2021

Sorcery: Old Spells II

Sorcery: Old Spells II

And some more spells from GURPS Grimoire that did not make it to the 4th edition.

   
    Flameturning
    Keywords: None.
    Full Cost: 2.5 points/level.
    Casting Roll: IQ/2 + 3
    Range: Self.
    Duration: Instantaneous.
 
    While this spell is active, the caster can momentarily turn away flames that may damage him or his gear. Every time the caster is subjected to a fire or heat attack, they may make a casting roll as an active defense. Success increases their DR by twice the level of this spell (e.g. Flameturning 3 adds DR 6), cumulative with that from actual armor, against damage dealt by fire or heat. If the caster wants to protect himself against long-lasting flames (for example, to run through a burning building), they must make a casting roll every second.
    If the casting fails, all future castings cost an additional 1 FP until the next successful casting. If the caster drops to 3 FP or less from casting Flameturning, they cannot cast this spell until all FP are replenished.
    Statistics: Damage Resistance 2 (Active Defense, -40%; Force Field, +20%; Limited, Heat/Fire, -40%; Sorcery, -15%) [2.5/level].
  
    Merging Shapeshifting
    Keywords: Resisted (IQ).
    Full Cost: 141 points or more.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: 90 minutes.
 
    This spell merges two beings into one, if both of them fail to resist. For example, a woman and a snake could be turned into something like a lamia or naga. The two subjects must be in physical contact with each other when the spell is cast. The caster may decide which of the subjects’ attributes and abilities are possessed by the merged creature.
    However, although the merged creature may initially have the personality of either “component, there is always a chance that the other naturewill take control. Intelligent beings can usually adapt to the results of this spell, but animals find it confusing and usually panic and run amok or turn self-destructive.
    The controlling personality is determined by the caster. However, the “secondary” personality may try to take over by winning in a Quick Contest of Will with the controlling personality. Only one attempt per minute is allowed.
    This spell cannot be undone via Dispel Magic (GURPS Thaumatology: Sorcery, p. 21); countering it requires Remove Curse (GURPS Thaumatology: Sorcery, p. 21).
    The resulting racial template of the merged creature must not be worth more character points than the racial template of the “component” creature with the most expensive racial template. If the caster can grant more powerful forms, add the difference between the maximum racial template cost and the cost of the subject’s native template to the base 141 points.
    Statistics: Affliction 1 (HT; Accessibility, Both targets must fail to resist, -20%; Advantage, Merging Shapeshifting, +1,000%; Based on IQ, +20%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Rapid Fire, Variant, RoF 2, +40%; Sorcery, -15%) [141]. Note: “Merging Shapeshifting” is Morph (Accessibility, Only to combine two beings together, -40%; Cannot Memorize Forms, -50%; Improvised Forms, +100%; Magical, -10%) [100].


    Soul Golem
    Keywords: None.
    Full Cost: 4 points.
    Casting Roll: None.
    Range: Touch.
    Duration: Instantaneous.
 
    The caster transfers his soul to a golem of his own making. He gains the golem’s physical attributes, but retains his knowledge and mental attributes, including his Sorcerous Empowerment and Magery. The original body dies in the process, so there is no going back! The GM should make sure the character pays the points for his new advantages.
    Statistics: Possession (Accessibility, Golems made by the caster, -40%; Backlash, Instant Death, -400%; Cosmic, No die roll required, +100%; Single Use, x1/5; Sorcery, -15%) [4].
 
    Strike Anosmic
    Keywords: Resisted (HT).
    Full Cost: 24 points.
    Casting Roll: Will.
    Range: Unlimited.
    Duration: 9 seconds.
 
    The subject is temporarily loses his sense of smell and taste.
    Statistics: Affliction 1 (HT; Disadvantage, No Sense of Taste/Smell, +5%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Reduced Duration, 1/20, -25%; Sorcery, 15%) [24].
 
    Summon Minor Demons
    Keywords: None.
    Full Cost: 54 points.
    Casting Roll: Will, rolled as a Quick Contest against the summoned beings’ Will. Special casting     time, see below.
    Range: Special, see below.
    Duration: Hours equal to margin of victory on Quick Contest of Will.
 
    Each time you cast this, you summon 2d identical demons (worth 25% or less of your point value each). The GM will create these beings. A penalty applies based on the planar “distance”: There is no distance penalty for creatures that are currently on the same plane of existence. Adjacent dimensions impose -5, increasing by -5 for every intervening dimension. The Prime Material Plane is considered adjacent to the Astral Plane, and the Astral Plane is adjacent to the Abyss, where the demons come from. Thus, preparations that mitigate the penalty usually are required.
    The summoning itself requires 10 minutes of preparation and ritual. At the end of the casting, you must pay 1 FP and make a Quick Contest of Will against the demons to force them to appear. If you are victorious, the demons arrive. They then make a collective reaction roll. On Poor or worse, treat them as an Unwilling Allies – they will obey you, but try to subvert your commands or otherwise act against your interests. If the reaction is Neutral or better, they will serve you reasonably faithfully.
    Unlike most sorcery with a duration, this spell must be maintained; thus, unless you can cast simultaneous spells, using another spell will immediately dismiss the summoned beings. However, there is no FP cost to maintain this spell, only to cast it. A summoned being is vulnerable to being dispelled, banished, or warded off with occult techniques. If it is killed, you must wait 24 hours before using this spell again; if dismissed, you must wait five minutes.
    Statistics: Ally (A specific demon type; Built on 25%; Constantly; Group Size 7; Adjustable, +50%; Conjured, +100%; Immediate Preparation Required, 10 minutes, -45%; Requires Quick Contest of Will vs. Will, -15%; Magical, -10%; Maximum Duration, hours equal to margin of victory, -5%; Special Abilities, +50%) [54]. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast and dimensional “range” penalties.
 

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