Friday, 22 October 2021

Sorcery: Old Spells

Sorcery: Old Spells

Some more spells from GURPS Magic 3e and GURPS Grimoire converted to sorcery.

  
    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).
    Full Cost: 11 points.
    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].
 

6 comments:

  1. If you are interested there this site where u can find a lot of old and different gurps spell
    http://web.archive.org/web/20010712003853/php.iupui.edu/~tbarnes/codex.html/

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    Replies
    1. 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.

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    2. I'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.

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    3. I 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?

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  2. This comment has been removed by the author.

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  3. Thinking about it i think you are right... I've found It!! Nice 😃.
    I 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 .

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