Sorcery: Old Spells
Activate Runes
Keywords: None.
Full Cost: 20 points.
Casting Roll: IQ.
Range: 100 yards.
Duration: Instantaneous.
When this spell is successfully cast
on a combination of runes, the effect presented in the chosen runes is
manifested. This spell works with any rune language. Note that if the runes
themselves were flawed, due to a failure on the part of the mage who created
them, a successful Activate Runes roll will activate the runes, flaws and all!
Statistics: Control
Magic 1 (Accessibility, Only to activate runes, -60%; Ranged, +40%; Sorcery, ‑15%) [20].
Cure Dehydration
Keywords: None.
Full Cost: 21 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.
By making physical contact with a
subject, you may immediately heal him 1 FP per 1 FP spent to cast this spell
(this spell may cost any amount of FP to cast, unlike normal spells). You can
only restore FP lost to dehydration, and any FP used to cast this spell will be
treated as FP lost to dehydration. You may cure dehydration of subjects of your
own race and any “similar” races (GM’s call); e.g., a human can cure other humans
but not dogs or plants. This spell cannot increase the subject’s FP score above
its normal maximum.
Your casting roll is at -2 if the
subject is unconscious. In addition, if used more than once per day on a given
subject, you are at a cumulative -3 per successful lending. Failure costs you
1d FP instead of the usual 1 FP!
Statistics:
Healing (Accessibility, Only dehydration, -20%; Heals Fatigue Only, +0%; Magical,
-10%) [21].
Cure Starvation
Keywords: None.
Full Cost: 21 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.
By making physical contact with a
subject, you may immediately heal him 1 FP per 1 FP spent to cast this spell
(this spell may cost any amount of FP to cast, unlike normal spells). You can
only restore FP lost to starvation, and any FP used to cast this spell will be
treated as FP lost to starvation. You may cure starvation of subjects of your
own race and any “similar” races (GM’s call); e.g., a human can cure other humans
but not dogs or plants. This spell cannot increase the subject’s FP score above
its normal maximum.
Your casting roll is at -2 if the
subject is unconscious. In addition, if used more than once per day on a given
subject, you are at a cumulative -3 per successful lending. Failure costs you
1d FP instead of the usual 1 FP!
Statistics:
Healing (Accessibility, Only starvation, -20%; Heals Fatigue Only, +0%; Magical,
-10%) [21].
Fatigue
Keywords: Resisted (HT).
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.
If the victim fails to resist, he
takes 1d-2 fatigue damage.
Statistics:
Fatigue Attack 1d-2 (Based on HT, +20%; Malediction 2, +150%; No Signature,
+20%; Sorcery, ‑15%) [11].
Repair Arrow
Keywords: None.
Full Cost: 6 points.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.
By making physical contact with an arrow,
you may restore it. At least 80% of the arrow must be available, including the
head. The spell will produce a totally straight shaft, properly feathered, with
a sharp head - as good as new, or slightly better. If used more than once per
day on a given arrow, you are at a cumulative -3 per successful restoration.
Failure costs you 1d FP instead of the usual 1 FP!
Statistics:
Healing (Accessibility, Only arrows, -60%; Capped, 1 FP, -30%; Injuries Only,
-20%; Magical, -10%) [6].
Water to Fuel
Keywords: None.
Full Cost: 7 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: 10 seconds or permanent;
see text.
This spell allows you to turn water
into the primary liquid fuel for the spell’s TL. To do so, touch the water you
wish to transform, take a Concentrate maneuver and roll vs. IQ. Success means you
transform the matter successfully. Failure means nothing happens. Critical
failure means the transformation happens, but in a way that’s inconvenient or
dangerous – the GM should be creative!
Transmutation costs 1 FP per use.
The final product can weigh up to 10
x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at
level 3, and so on. This limits the weight of the matter being transformed.
If the product is worth more than
what you started with, it’s unstable and will revert to its original form after
10 seconds unless you stabilize it with your character points – in which case
point cost depends on the difference in value. Each point spent stabilizes a
quantity worth 10% of the campaign’s average starting wealth. (This is just the
tradeoff used for Trading Points for
Money, p. B26.) The GM determines the cash value per pound of matter – a
ton of iron costs more to stabilize than a ton of stone.
Points spent to stabilize matter come
from your “Creation Pool,” a number of points set aside for the purpose. You
can’t apply any modifiers to these points. Points used to stabilize matter are
unavailable until reclaimed – which causes the matter to vanish. If the matter
is crafted into an object, the item is unmade when the matter vanishes. If the
matter is mixed with other materials (e.g., alloyed), you must separate it to
reclaim your points; this can be a tedious process. If it’s destroyed or
transformed (e.g., eaten), you can’t reclaim your points – they’re gone. You can
increase your Creation Pool with unspent points at any time.
Statistics: Create
(Transmute Water to Liquid Fuel, +45%; Transmutation Only, -100%; Magical, -10%)
[7/level].
If you are interested there this site where u can find a lot of old and different gurps spell
ReplyDeletehttp://web.archive.org/web/20010712003853/php.iupui.edu/~tbarnes/codex.html/
Thanks. I already know of Patyrsun's Codex Arcanum and have converted some of the spells. It's definitely an interesting resource from which I'm going to convert spells on a case-by-case basis later.
DeleteI've a request can u create some new imbuement ? there's a lack of them on manual and seems that u haven't create one.
DeleteI did create a few, you can find them by the "imbuement" tag. Most of the imbuements just apply enhancements to normal attacks, and the existing imbuements cover pretty much everything. There's not that much design space for new ones. What would you like to see?
DeleteThis comment has been removed by the author.
ReplyDeleteThinking about it i think you are right... I've found It!! Nice 😃.
ReplyDeleteI m looking for something to make more variable archers and crossbowman . Now i'm Reading your weapon buff seems to be what i m looking for .