Tuesday, 22 March 2022

Sorcery Spells Overview: Body Control

Sorcery Spells Overview: Body Control

Let's go over the Body Control college spells. This is going to be a very long post, because there's just that many Body Control spells.

I'm going to give each spell a grade:
A - a very good spell that will be useful in almost any situation;
B - a decent spell that may be suboptimal in some situations;
C - a situational spell that requires certain circumstances to shine;
D - you really have to build your character around this spell for it to be useful, or situations where this spell is useful are uncommon;
F - don't you have anything better to spend your points on?

Grade: D
This is a relatively expensive spell that lasts an entire day. The first effect is "haha, now you have to eat twice as much!" that is not very useful, but the second effect imposes a -3 penalty to resist metabolic hazards. Metabolic hazards are quite commonplace, but I still do not feel that this is worth it.

Grade: F
Well... maybe if the king really needs to have a heir quickly, then this spell might be of use. Or in a game where wizards are breeding various monsters to battle each other. In both of these cases, this spell is not worthy learning; just keep it in mind for hardcore improvisation.

Grade: F
A spell with literally no mechanical effect that costs 25 points. Skip it.

Grade: A
A very good incapacitation spell, but might be a bit too cruel for some characters. Also, it will not work on undead, constructs, etc.

Grade: D
Even if your game revolves around getting drunk, consider this spell only for hardcore improvisation.

Grade: A
Now this is spicy! Basically, this spell polymorph a friendly subject into another creature of the same body morphology. Even despite this spell granting only physical features, it is a great one.

Grade: D
This could be a useful disguise spell. But there might be many more uses if you're into erotic roleplaying, I guess. Also, this is a Resisted spell, not a Buff. So, you can cast this on enemies.

Grade: C
While this is only a cosmetic spell, it is pretty good as a disguise.

Grade: B
As Alter Self, but not restricted to affecting only yourself, and not restricted to a single specific form. Better, but more expensive.

Alter Voice (GURPS Sorcery: Sound Spells, p. 4)
Grade: D
This is a pretty expensive spell, but it can alter voices in any way - mimic a specific one, remove or add a voice-related advantage or disadvantage. However, this is a buff spell, so you can only affect friendly subjects.

Grade: D
Turns the subject into a Drizzt Do'Urden. What for? I guess this is a good example of a D spell - you really have to build your character (or party) around it to make it useful.

Grade: D
Well, at least it's something. Consider learning it only if you have not enough points for Resist Pain and you take shock penalties often.

Grade: D
Could be useful in some seducation-related situations.

Grade: C
A pretty useful spell if your party has encumbrance problems or has a dedicated grappler.

Grade: D
A very minor effect, but you do not really have anything better against nausea in this college.

Grade: D
A very minor effect, but you do not really have anything better against sneezing in this college.

Grade: D
This one of those spells that are useful in uncommon situations. Not worth learning, but worth keeping in mind for hardcore improvisation.

Grade: C
Constriction Attack is pretty good, but to make use of it you either have to spec into grappling and high ST, or have an ally who does that.

Grade: D
This spell can be used to embarrass somebody on a high society meeting. Or to foil a stealth attempt.

Grade: D
Well, in a game this is only marginally useful, but I can see it being a very common spell to be learned from the game world perspective.

Grade: D
A very minor effect, but I can see it being occasionally useful. Consider it for hardcore improvisation.

Grade: D
If you or your party member is an unarmed fighter, this spell can turn you/him into Baraka. Honestly, I really like this spell, but you have to build your character around it to be useful.

Grade: F
I might be missing something, but why not take Grace instead?

Grade: F
I might be missing something, but why not take Vigor instead?

Grade: F
I might be missing something, but why not take Might instead?

Grade: D
Only useful in games where you often descend down into very deep caverns. Might even be worth learning in such games, but other than that it should be easy to cast with hardcore improvisation.

Grade: B
Crushing is one of the most common damage types - everyone has fists. Sure, you're bound to encounter some boneless creatures too, but I still give this spell a B.

Grade: D
This spell would rarely be useful in adventuring situations, but it could be great in downtime activities. I'll give it a D, but it might be a C spell in crafting/economic games.

Grade: C
Well, this is a cantrip that is only available to female spellcasters. I can't deny its in-universe usefulness, but I think that situations in the game where a need for this spell arises are probably rare. Still, this is a cantrip, so I am giving it a C.

Grade: D
A very situational buff spell. I guess if you're bad at DX skills and are expected to traverse obstacles where fall damage might be dangerous, this spell will be useful. Also, if you are a cat burglar who just jumps out of windows.

Grade: A
This is a very powerful debuff spell that imposes severe penalties. While High Pain Threshold is a relatively common advantage, this spell still is very much worth learning.

Grade: A
Another very good incapacitation spell. The downside is that fantasy games traditionally have quite a lot of enemies that are immune to it.

Grade: C
This one costs only 2 points, so it can be improvised by almost every body control mage. While the game effect bonuses are minor, the in-universe effects are great.

Grade: D
Again, this is a very situational spell. Keep it in mind for hardcore improvisation, but do not learn it.

Grade: A
This is a very good combat debuff spell, there's not much else to say.

Grade: B
While this is a great spell, you probably need at least two levels to make it useful on ST 10 targets. The possibilities are endless - from "why are you hitting yourself?" to pressing big red buttons.

Grade: B
This is a very gruesome spell that can be used offensively to disable an opponent or to squeeze through a narrow opening or escape from the shackles. It's going to be painful in any case.

Grade: C
Against opponents in rigid armor this becomes a very painful spell. Otherwise, it can serve as extra buoyancy to traverse water hazards.

Grade: A
Unlike their normal counterparts, curse-missiles require an attack roll, but do not require a Quick Contest. You would think, why would I take a curse-missile if it is much harder to actually affect the victim? But consider this - if you specialize in curse-missiles, you don't need to have a high Will (or Talent) because the enemy simply resists with his HT. Sure, you still need to hit him, preferrably somewhere unarmored, and he should fail to dodge too. And curse-missiles are about twice as cheap as their normal counterparts. And they look cool, because they actually have a visual effect! Thus, I'm giving all curse-missiles the same grade they would get as a normal spell.

Grade: A
See Frailty and Curse-Missile: Clumsiness.

Grade: B
See Hunger and Curse-Missile: Clumsiness.

Grade: F
See Itch and Curse-Missile: Clumsiness.

Grade: D
See Pain and Curse-Missile: Clumsiness.

Grade: D
See Perfume and Curse-Missile: Clumsiness.

Grade: A
See Retch and Curse-Missile: Clumsiness.

Grade: B
See Spasm and Curse-Missile: Clumsiness.

Grade: D
See Strike Anosmic and Curse-Missile: Clumsiness.

Grade: F
See Strike Barren and Curse-Missile: Clumsiness.

Grade: A
See Strike Blind and Curse-Missile: Clumsiness.

Grade: B
See Strike Deaf and Curse-Missile: Clumsiness.

Grade: B
See Strike Dumb and Curse-Missile: Clumsiness.

Grade: C
See Strike Numb and Curse-Missile: Clumsiness.

Grade: B
See Thirst and Curse-Missile: Clumsiness.

Grade: A
A very basic, but decent save-or-die spell. No complaints.

Grade: A
Rmember Deathtouch? This is a ranged area version of this spell. Excellent.

Grade: C
This is a touch malediction spell. Sure, it ignores DR, but having to touch the enemy and to win a Quick Contest makes this spell not very reliable and sometimes dangerous. On the other hand, Body Control does not really get that many damaging spells, so take what you get, if you need one.

Grade: B
Decreasing the foe's ST is great, and this spell is quite cheap as well. However, decreasing the enemy's DX is probably more effective, and only slightly more expensive.

Grade: D
Oh, boy. I remember that I always assumed Decapitation in GURPS Magic to just be a save-or-die spell. Only when I started converting the spell to sorcery have I noticed that it's actually not that at all. I guess it could come in handy. You can leave your head at home when you think it's gonna get you in trouble. Or you can rent it out when you don't need it. But jokes aside, this is an expensive spell, but I'm sure that people more creative than me will be able to make use of it.

Grade: B
This is for those character point misers who don't want to learn Grace. This is still a good combat buff spell.

Grade: D
Do you remember Devitalize Air from the Air college? Diver's Blessing cast on yourself before casting Devitalize Air will grant you a significant advantage in the fight. Other than that, it could be useful in aquatic explorations and similar airless environments when you're not powerful enough to learn Breathe Water.

Grade: C
Melee, resistible, and toxic.

Grade: D
From the point of view of usefulness in a traditional game, this is dross. However, from the in-universe perspective, you would probably see this spell very often learned by body control mages. I can imagine expecting women paying hefty sums to have this spell cast on them.

Grade: F
I guess it could be used when you have to swallow a really bitter pill or eat something repugnant.

Grade: C
This spell has some problems. First, if you want to use it to a greater effect, you probably will have to spend a lot of points to purchase the required ST to support the larger size. Second, it only affects the body, keeping equipment intact. Sure, if you want to cast it to grow in size, ripping your clothes and impressing everyone around you, this is fine, but if you want to use it in combat effectively, you have to plan ahead to have time to don larger armor and ready a larger weapon. This spell also comes with monetary expenses, as you will probably have to carry around two sets of gear and, possibly, buying a new set of clothes after every casting. However, there are some spells in Enchantment and Making & Breaking colleges that might make the gear less of a problem.

Grade: C
Just like Enlarge, but can affect your allies too. Same problems.

Grade: D
You might look at the spell and think why does it even exist? It seems that it's mostly a detrimental effect. If I recall things correctly, the original D&D spell is used by assassins when escaping the crime scene to hide their identity.

Grade: B
A good altrenative to Hunger and Thirst. This one is cheaper, but makes recovery easier.

Grade: D
Just like Climbing, Balance, and similar spells, Flexibility is one of spells you should keep in mind for hardcore improvisation.

Grade: B
Becoming a dragon may sound tempting, but most draconic templates cost a lot! Still a decent spell.

Grade: A
While this does not affect Basic Speed, it makes the victim much more easier to knock out, kill, or, most importantly, affect with other spells that are resisted with HT.

Grade: B
I can hear you say "But why shouldn't I take Clumsiness instead?" Because this spell imposes a static -10 to DX, not based on your margin of victory. And -10 can lead to catastrophic results.

Grade: C
Casting this spell can help you squeeze through a narrow tunnel, or hamper a foe in combat. Dexterity penalties from hanging clothes and armor are not very big, but still noticeable.

Grade: C
Basically, this is Enlarge, but built differently and with some additional features. You can get some giant-exclusive traits, but giant templates cost a lot! And you still have to carry two sets of gear, one of which will be very expensive.

Grade: D
I don't know. Perhaps, it could bee used by a wizard as a nefarious scheme to create a ravenous monster that will ravage the countryside.

Grade: A
Giving yourself and your allies some extra DX is never bad.

Grade: D
Quite expensive. You can get better effects for cheaper in the Body Control college. The original spell in GURPS Magic could be used to break economy by making wool production much easier, but I integrated the "hair vanishes if cut" part from the Unofficial GURPS Magic Errata.

Haircut (GURPS Thaumatology: Sorcery, p. 14)
Grade: D
Mostly a spell for hardcore improvisation. Although, now this got me thinking - can you use it to cut off a medusa's snake hair?

Grade: B
This is actually pretty good. This spell makes the target much less likely to dodge your attacks and decreases the movement speed as well. However, if your enemy relies on Parry or Block, this is much less useful.

Grade: C
This is pretty good. Doesn't Breathe gives you an upper hand in aquatic or airless encounters, and when confronted with toxic gases that are abundant in fantasy games. Also, makes you immune to Choke.

Grade: B
A fatigue attack that makes FP lost not-so-easily replenishable? That's nice. However, in fantasy games there's also many monsters that do not need to eat.

Grade: F
Not worth buying. Better to get Clumsiness.

Grade: B
Honestly, this is pretty good, as having more Reach than your enemy is always better. Non-combat uses are plentiful too - you can walk over fences on your long legs, pull out friends that have fallen into a pit, reach the top shelf, etc.

Grade: B
This is an excellent disguise spell.

Grade: D
Honestly, I love the concept of this spell, but it's probably more efficient to buy a horse.

Grade: C
Pretty good, if your party has to haul out something heavy out of the dungeon. Or if you're in a party of grapplers.

Grade: A
An increase of ST for your party is rarely bad.

Grade: D
This is a grotesque, Matrix-style spell. Wouldn't want to be thee target of this one. The shock factor is high, but it's hard to actually cast the spell - it's a touch malediction that has to hit the face. I can also see this spell being useful to disable biting attacks, hopefully followed by mercy killing.

Grade: B
A short duration spell with some nice effects. A simple irritant spell that might not be usable on some targets.

Grade: F
Way too expensive of a way to afflict a quirk.

Grade: F
I am struggling to come up with a reason to ever use this spell. But I guess it exists.

Grade: D
There are better options when it comes to debuffing with Body Control spells, since this one lasts only for a second.

Grade: D
A touch malediction where you must hit a limb. You can do better with other spells at a distance.

Grade: C
Would you look at that, another cantrip exlusive to female body control sorcerers! This one allows you to clone yourself, and is a cantrip, so I'll give it a C.

Grade: D
A situationally useful spell to improve (or reduce) Reaction rolls. However, since this is a buff spell, you probably want the positive effect.

Grade: B
Melee and resistible, but has some interesting mechanics in regards to transfering the cycles. I think this is good, but I haven't seen it in play.

Grade: A
I don't think I have to explain why polymorph is good.

Grade: B
This spell lets you and your party free up some points by not buying Combat Reflexes. Very good!

Grade: D
This spell can be used an a painless alternative to Caesarian section and doubles as an abortion spell. Just like Ease Labor, I can actually see many body control mages learn this spell to earn money.

Grade: B
This is not High Pain Threshold, this is even better. A good buff!

Grade: A
Another great incapacitation spell. And it's cheap too! However, there should be many enemies immune to this one.

Grade: B
Transfixes the subject in place. Pretty cool.

Grade: B
Interesting. Can be used to set up a backstab or, if your enemy is armored differently from different sides, present an opportunity to strike a weak spot. Also, remember that shields and weapon parries have limited arcs, so you can even circumvent Block and Parry defenses with this spell.

Grade: D
This is decent, as Low Pain Threshold is a nasty disadvantage, but you probably can get better effects for less points in this college.

Grade: C
Just like Enlarge, this spell comes with the downside of only affecting the body, leaving the gear intact. Thus, you probably will need to carry around two sets of gear and plan ahead. However, unlike Enlarge, you do not risk tearing clothes apart, and smaller gear costs less than normal, so your monetary expenses will not be as high. This is mostly a spell that will allow you to circumvent obstacles, a la shrunk Duke Nukem.

Grade: B
Unlike Enlarge Other, this is a Resisted spell, not a Buff. Thus, this spell can make an enemy small and weak, even if a bit harder to hit. Channel your inner Duke Nukem, shrink your enemies and stomp on them.

Grade: B
This is a relatively cheap debuff spell. Pretty good.

Grade: C
This is decent. A day-long buff that reduces food and water consumption by three and gives a big bonus to resist metabolic hazards, something you probably encounter often.

Grade: B
This is a good spell. Making your enemy drop his weapon or stop spellcasting is no laughing matter for the latter. However, it might be much less useful against animals and other enemies who do not cast spells or wield weapons.

Grade: D
The opposite of Blend In. As this is a Resisted spell, it costs more. Definitely not worth learning.

Grade: D
A very limited defensive spell. Wouldn't learn, but it is cheap enough for normal improvisation.

Grade: D
A very minor effect, but you do not have anything better against drowsiness in Body Control.

Grade: D
This is a rare case of a Healing spell also belonging to a different college, making this spell quite valuable if access to the Healing college is restricted in your game. However, seizures and spasms are quite rare afflictions, so its usefulness is dubious.

Grade: D
I guess this might bee situationally useful, for example, to disable a bloodhound's sense of smell. But with such a short duration, it's probably more useful as a defensive tool against such effects as a troglodyte's stench (Stinkguard is an Air spell, but it is a better alternative for that if you have access to it).

Grade: D
This is a costly spell that should be reserved for hardcore improvisation. I can imagine this curse used as a threat by a vile sorcerer.

Grade: A
Excellent, enough said.

Grade: B
Deafness is less spectacular than blindness. Still, this is a significant effect that prevents communication, allows for easier sneak attacks, and can be used defensively against bards and sirens.

Grade: B
If spellcasters in your game have to pronounce incantations to cast spells, then this is an excellent spell to basically shut down spellcasters. Plus, keep in mind that you can also disable supernatural attacks, such as a banshee's scream or an alluring song of a siren.

Grade: C
Unlike the other Strike X spells, this one is a buff. It makes the victim immune to pain (even better than High Pain Threshold), but also Numb. This side effect prevents me from giving it a B. 

Grade: B
If you're too short on points to learn Might, you may want to learn this to improve your damage output with a one-handed weapon. Decent.

Grade: B
A stun is a stun. Simple and effective.

Tanglefoot (GURPS Thaumatology: Sorcery, p. 14)
Grade: A
This is extremely good in combat, and relatively cheap too. If you are fighting snakes though, you're out of luck.

Grade: B
A fatigue attack that makes FP lost not-so-easily replenishable? That's nice. However, in fantasy games there's also many monsters that do not need to drink.

Grade: C
A cantrip that requires you to invest in the Ventriloquism spell. Interesting, and probably even occasionally useful.

Grade: A
Yet another incapacitation spell (Body Control has many of them!). It's good.

Grade: C
I always wondered why this is a melee spell. Sure, it is a powerful incapacitation effect, but there are similar effects that are ranged spells. I'll give this one a C just because it's not only a melee spell, but also one requiring to touch the head.

Grade: C
A spell that produces a touch at a distance. Can be useful to attract attention or distract an enemy to sneak by. And it's a cantrip, so you can improvise it.

Grade: D
This is like Debility, but as a touch spell. Can only be a valid pick if you're a low-level mage who has not enough points to learn Debility.

Grade: D
This spell makes surrogate motherhood possible in low-tech cultures. Unlike Ease Labor and Remove Fetus, this one will probably be only used via hardcore improvisation by court wizards.

Grade: B
Like Alter Self, but not cosmetic. Despite this being restricted to a single form, this is a good spell with a lot of potential usage.

Grade: A
As Transform Body, but as a Buff. So, it's even better and only slightly more expensive.

Grade: A
This is expensive, but I'm pretty sure that there's a very big potential in this spell.

Grade: C
This is a decent buff that makes it harder to get your limbs crippled or suffer brain injury. It is especially good when magical healing is not abundant, when every crippling injury means that you have to go into the downtime mode for a month or so.

Grade: A
An increase of HT is very helpful, and you can give it to your allies as well.

Grade: F
I can see this spell being cast via hardcore improvisation in a political intrigue game to, for example, make an heir unfit for the throne, or something like that. Or a callous wizard could threaten to cast it as an intimidation tactic.

Grade: F
This does not seem like it's worth the points you will spend to learn it.

Grade: D
This is a touch spell, that also requires you to win in a Quick Contest, and deal enough damage to cripple the limb. That's too many conditions to get a high grade.

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