Sorcery: Shadow Conjuration/Shadow Evocation
In D&D, shadow conjuration and shadow evocation were two illusion spells that imitated conjuration or evocation spells in a quasi-real matter. They would be 25% as effective, but if the victim believed them to be real, they would be 100% as effective. How do we do that in sorcery?
First, if we look at the Illusion advantage, we will see that illusions usually require an IQ or Artist (Illusion) roll, and are resisted in a Quick Contest vs. the victim's Perception.
After that, let's look at Partly Limited Abilities on pages 6-7 of GURPS Power-Ups 8: Limitations. Requires IQ vs. Per Roll, -20% can be found on page 17 of the same book. If we apply it only to 3/4 of the ability, that would result in a -20% / 4 * 3 = Quasi-Real, -15% limitation. Done!
And now let's write up the "spell". Fortunately, Patyrsun has some guidelines on his website that I can borrow.
Keywords: Varies.
Full Cost: Varies.
Casting Roll: Varies. Use IQ or Artist (Illusion) to convince that the illusion is real.
Range: Varies.
Duration: Varies.
If the spell meets the criteria for be cast as Shadow Magic, the mage can cast the spell, taking the same amount of time that he would take to cast the real version of the spell. The subject gets the same roll to resist that he would get against the full version of the spell. In addition, make a Quick Contest of IQ against the subject’s Per. You may substitute Artist (Illusion) for IQ, if it is higher. If the subject resists, he disbelieves the shadowy illusion and is affected at 25% of its power (quarter the damage, quarter the penalties, etc.) If he fails to resist, then he is affected fully. For lasting effects, roll this Quick Contest every minute.
Statistics: Same as the real spell but with an additional Quasi-Real, -15% limitation that is Requires IQ vs. Per Roll, -20% applied to 3/4 of the spell.
No comments:
Post a Comment