Thursday, 18 November 2021

Sorcery: Assorted Spells XV

Sorcery: Assorted Spells XV

Just some random spells.

 
    Arcane Suppression
    Keywords: Area (Leveled).
    Full Cost: 55 points for level 1 + 15 points/additional level.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 10 seconds.
 
    This spell creates a zone that interferes with magic. Anyone attempting to use a magical ability that requires a roll into or through the area of Arcane Suppression immediately loses 1 FP (1d FP on a critical failure), in addition to any other effects. Creatures with passive magical abilities lose 1 FP per minute in the area of Arcane Suppression.
    Statistics: Static (Magic; Area Effect, 2 yards, +100%; Doesn’t provide immunity, -100%; Ranged, +40%; Sorcery, -15%; Tiring, +50%; Variable, Area, +5%) [54] + Rules Exemption (Anti-magic Static can coexist with magical abilities) [1]. Additional levels increase Area Effect (+50%) [+15].
   
    Bilocation
    Keywords: None.
    Full Cost: 84 points.
    Casting Roll: None.
    Range: Self.
    Duration: Indefinite.
 
    By using this spell, the mage can literally be in two places at once! When the spell is cast, the mage creates a duplicate of himself. The duplicate possesses the caster’s full knowledge and powers, but no gear. The duplicate is under caster’s mental control, and both of them experience whatever the other one experiences with all the senses. If you are stunned, knocked out, mind-controlled, buffed with a spell, etc., your duplicate is similarly affected. The reverse is true – in effect you are a single body in two places.
    When the spell ends, the caster and the duplicate merge. The caster will have the average FP and HP of himself and his duplicate at that time. The combined self remembers everything experienced by both “components.”
    If the caster or the double dies, the other one takes 2d injury and is mentally stunned. Rolls to recover are made at -6. After that, the next casting of this spell will cost extra 10 FP (this does not apply to maintenance, only to casting). It is possible for the caster to live on "after death" through his duplicate! If both the caster and the duplicate are killed, the duplicate vanishes and "merges" into the body of the original caster.
    Statistics: Duplication 1 (Construct, +60%; Cosmic, Shared effects, +50%; Sorcery, -15%; Sympathetic Injury and Effects, -40%) [55] + Mindlink (Duplicate; Magical, -10%) [5] + Telesend (Accessibility, Only the duplicate, -80%; Always On, -10%; Magical, -10%; Sensie, +80%) [24].
 
    Effulgent Epuration
    Keywords: Buff.
    Full Cost: 71 points.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: Three minutes or until used up.
 
    When you cast this spell, you bring forth one floating, silvery sphere about the size of your head. The sphere floats around the chosen subject, but by taking a Concentrate maneuver you can shift it to a different subject within one yard from the current subject. This spell “stacks” with itself – a subject can have more than one sphere at once. Each sphere negates one harmful spell or magical ability cast or used on the subject, then evaporates.
    Statistics: Affliction 1 (HT; Advantage, Effulgent Epuration, +150%; Cumulative, +400%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; Mobile 1, +40%; No Signature, +20%; Sorcery, -15%) [71]. Notes: “Effulgent Epuration” is Static (Magic; Discriminatory, +150%; Magical, -10%; Single Use, x1/5; Visible, -10%) [14] + Rules Exemption (Magical abilities can coexist with anti-magical Static) [1].



    Time Stop
    Keywords: None.
    Full Cost: 90 points.
    Casting Roll: IQ. Special casting time (see below).
    Range: Self.
    Duration: One hour of subjective time.
 
    You exit the time stream along with equipment up to your No Encumbrance limit. To do so, you must concentrate for 10 seconds, and make a IQ roll. You may hurry the casting, but your roll will be at -1 per second of concentration omitted (-10 to cast with no preparation at all).
    While outside the time steam, you perceive the world as frozen. You can’t affect it (and vice versa) – only observe and move through it. You can interact with items you brought along; this lets you patch your wounds, reload your guns, and so forth. However, this does not let you attack others in any way. Time passes for you (you tire, grow hungry, age, etc.), but it’s subjective.
    You may stay in the timeless realm for a the subjective duration of one hour before you automatically return to the normal time stream. Once you come back, your body must adjust to the change – you cast this spell again for at least five minutes. You may return to the normal time stream at any moment by making an IQ roll.
    Statistics: Jumper (Time Stop; Improved, +10%; Magical, 10%; Maximum Duration, 1 hour, -10%) [90]. Note: The Improved enhancement removes the auto-fail on 14+. This Jumper variant originally appeared in Designer’s Notes: GURPS Powers, pyramid.sjgames.com/sample. html?id=5782.
 


    Web
    Keywords: Area (Leveled).
    Full Cost: 35 points for level 1 + 10 points/additional level.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: Instantaneous.
 
    You conjure a sticky web in an area. Placing the effect requires a roll against Innate Attack (Gaze) plus Talent; if you miss, see Scatter (p. B414). Anyone covered by the web is grappled with ST 10 and rooted in place. They cannot select the Move or Change Posture maneuvers or change facing, and are at -4 to DX. Each additional web cast over the area increases the ST by 1.
    Anyone who touches a victim grappled by the Web within 10 seconds of the casting sticks to him, becoming grappled as well!
    To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of the Web. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Alternatively, he may try to destroy the Web. Innate Attacks hit automatically; other attacks are at -4. External attacks on the Web take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). The Web has DR 3. Each point of damage reduces ST by one. At ST 0, the Web is destroyed and the victims are freed. The Web can only be damaged by cutting and burning attacks.
    Statistics: Binding 10 (Area Effect, 2 yards, +50%; Only Damaged By Cutting and Burning, +20%; Sorcery, -15%; Sticky, +20%) [35]. Each additional level adds more Area Effect [+10]. 




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