Tuesday 12 April 2022

Powers: Sigil Carver

Powers: Sigil Carver

I decided to look through some D&D 4e books to see if there's any interesting magic traditions to convert there. And I did find something interesting! The sigil carver draws glowing runes in the air with a sword, creating lasting effects on the battlefield.

- Sigil carvers have access to a limited selection of spells, lacking the ability to improvise. They do not purchase the Sorcerous Empowerment advantage, but take all their spells as an alternative abilities array. Sigil carvers can only learn lasting spells that affect an area. Typically, those have the Persistent enhancement (sometimes coupled with Independent).
- Sigil carver spells also cannot have No Signature, +20% as they are visible as a glowing rune. While the rune is obvious even in the dark (including the outline of the area it affects), it does not illuminate its surroundings.
- Each spell must also have Requires Gestures, -10%, Requires a sword, -10%, and Nuisance Effect, Power Flare, -10% limitations. The spells require the caster to trace sigils in the air with any sword. These sigils glow, making the caster obvious to both mundane and magic senses. Stealth is completely impossible while casting a spell this way. Additionally, any observers get +10 to spot the caster (who counts as being “in plain sight”), countering penalties for distance, visibility, etc.
- Each spell's origin point (its center) must be within the sword's reach. This is roughly equivalent to Reach C-1, so apply Melee Attack, C-1, -20% limitation where appropriate.
- Tracing the sigils is a relatively long task – all spells take at least 2 seconds to cast (apply the Takes Extra Time 1, -10% limitation).
- Each spell must also require a DX-based Symbol Drawing (Bereg-arnadh) roll. Accomplish this with the Requires Symbol Drawing Roll, -10% limitation for spells that do not have a casting roll or Based on DX, Own Roll, +20% for spells that have a casting roll that is not DX. The user must be fully literate in the High Elven language to cast spells this way.
- Alternative Rituals from GURPS Thaumatology: Sorcery, p. 7, are not in effect, because each spell has defined somatic and visual components.
Trading Fatigue for Skill (GURPS Powers, p. 161) is available.
- Sigil carver spellcasting is subject to Repeated Attempts (GURPS Powers, p. 159).
- When rolling a critical failure on a casting roll, use the Illusory Magic Table (GURPS Thaumatology, p. 258).

EXAMPLES

 
    Barrier Sigil
    Keywords: Area (Leveled), Obvious.
    Full Cost: 98 points for level 1 + 25 points/additional level (or more).
    Casting Roll: Symbol Drawing (Bereg-arnaadh).
    Range: Sword's reach.
    Duration: 30 seconds.
 
    The caster carves a glowing sigil in the air with his sword in two seconds. The sigil projects a force barrier identical in effect to Force Dome (GURPS Sorcery: Protection and Warning Spells, p. 6).
    By default, Barrier Sigil provides DR 10. However, more potent versions are available that multiply DR and full cost (actually 97.5 before rounding) by the same amount:

DR

Full Cost

10

98 points for level 1 + 25 points/additional level

20

195 points for level 1 + 50 points/additional level

30

293 points for level 1 + 75 points/additional level

50

488 points for level 1 + 125 points/additional level

100

975 points for level 1 + 250 points/additional level

Statistics: Damage Resistance 10 (Affects Others, +50%; Area Effect, 2 yards, +50%; Extended Duration on Persistent, 3x, +20%; Force Field, +20%; Limited, Nonmagical threats plus Jet/Missile spells, -15%; Nuisance Effect, Power flare, -10%; Persistent, +40%; Requires Gestures, -10%; Requires a sword, -10%; Requires Symbol Drawing Roll, -10% Sorcery, -15%; Takes Extra Time 1, -10%; Variable, Area, +5%; Visible, -10%) [98]. Additional levels increase Area Effect (+50%) [+25]. More powerful versions multiply DR and Full Cost by 2, 3, 5, or 10. Notes: “Does not damage those colliding with it” is a 0-point special effect of DR with Affects Others, Area Effect, and Force Field. As a special effect, this forms a hemispherical dome, not a cylinder.
 
    Dazing Sigil
    Keywords: Area (Leveled), Obvious, Resisted (Will).
    Full Cost: 31 points for level 1 + 5 points/additional level.
    Casting Roll: Symbol Drawing (Bereg-arnaadh).
    Range: Sword's reach.
    Duration: 30 seconds (both the sigil and the effect).
 
    The caster carves a glowing sigil in the air with his sword in two seconds. Whenever a creature moves into the area affected by the sigil, it must resist in a Quick Contest of Will against the caster's DX-based Symbol Drawing (Bereg-arnaadh) every second or be dazed for 30 seconds. If a subject is standing, he remains upright, but can do nothing. If the subject is struck, slapped, or shaken, he recovers on his next turn. After that the subject is stunned (p. B420) and may roll vs. Will once per second to recover. The caster can omit any creatures from the effect. This spell can only affect sapient (IQ 6+) creatures.
    Statistics: Affliction 1 (Will; Accessibility, Only on sapient creatures, -10%; Area Effect, 2 yards, +50%; Based on DX, Own Roll, +20%; Based on Will, +20%; Daze, +50%; Extended Duration on Persistent, 3x, +20%; Fixed Duration, +0%; Malediction 1, +100%; Melee Attack, Reach C-1, -20%; Nuisance Effect, Power flare, -10%; Persistent, +40%; Reduced Duration, 1/6, -15%; Requires Gestures, -10%; Requires a sword, -10%; Requires Symbol Drawing Roll, -10%; Selective Area, +20%; Sorcery, 15%; Takes Extra Time 1, -10%) [31]. Additional levels add Area Effect (+50%) [+5].
  
    Sigil of Dexterity
    Keywords: Area (Leveled), Buff, Obvious.
    Full Cost: 31 points for level 1 + 5 points/additional level.
    Casting Roll: Symbol Drawing (Bereg-arnaadh).
    Range: Sword's reach.
    Duration: 30 seconds (both the sigil and the effect).
 
    The caster carves a glowing sigil in the air with his sword in two seconds. Whenever a creature moves into the area affected by the sigil, it has its DX increased by 1 for 30 seconds, even if it leaves the area. If a particular subject possesses DR with no Tough Skin limitation, it must fail to resist with (HT+DR). Calculate effective DR for this roll according to the rules for Large-Area Injury (p. B400). The caster can omit any creatures from the effect.
    Statistics: Affliction 1 (HT; Advantage, Sigil of Dexterity, +180%; Area Effect, 2 yards, +50%; Extended Duration on Persistent, 3x, +20%; Fixed Duration, +0%; Melee Attack, Reach C-1, -20%; Nuisance Effect, Power flare, -10%; Persistent, +40%; Reduced Duration, 1/6, -15%; Requires Gestures, -10%; Requires a sword, -10%; Requires Symbol Drawing Roll, -10%; Selective Area, +20%; Sorcery, -15%; Takes Extra Time 1, -10%) [31]. Additional levels add Area Effect (+50%) [+5]. Notes: “Sigil of Dexterity” is DX+1 (Magical, -10%) [18].
 

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