Sorcery: The rest of the personal spells
Personal Acid Sheath
Keywords: None.
Full Cost: 10 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You are sheathed in acid that deals 1d-1 corrosion damage to enemies who touch your body.
Statistics: Corrosion Attack 1d-1 (Aura, +80%; Melee Attack, Reach C, -30%; Sorcery, -15%) [10].
Personal Affect Spirits
Keywords: None.
Full Cost: 15 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell allows you to interact with incorporeal spirits as if they were solid. Any weapon you wield has the ability to harm spirits.
Statistics: Blessed (Ghost Weapon; Costs Fatigue, 1 FP, -5%; Magical, -0%) [15]. Magical costs -0% because Blessed already includes the Divine power modifier. Magical, -0% just replaces it.
Personal Alertness
Keywords: None.
Full Cost: 4.25 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You increase your Per by 1 per level of this spell.
Statistics: Per 1 (Sorcery, -15%) [4.25/level].
Personal Bender Defender
Keywords: None.
Full Cost: 2 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You have the Alcohol Tolerance (p. B100) and No Hangover (p. B101) perks while this spell is active. Unlike most spells with an indefinite duration, this spell costs 1 FP per hour, not 1 FP per minute to maintain.
Statistics: Alcohol Tolerance (Magical, -10%) [1] + No Hangover (Magical, -10) [1].
Personal Blur
Keywords: None.
Full Cost: 12 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You and all of your carried equipment become blurred. This gives a -3 penalty to Vision rolls to see the you with normal vision and -3 penalty to attacks against you that rely on normal vision. Infravision is not fooled by this spell.
Statistics: Obscure 3 (Vision; Defensive, +50%; No Area of Effect, -50%; Sorcery, -15%; Stealthy, +100%) [12].
Personal Body Blades
Keywords: None.
Full Cost: 6 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
Your body grows metal blades. If you are wearing clothing or armor up to your Heavy Encumbrance, then these blades appear on it without harming the gear. This is defensive weaponry, intended to discourage attackers; you cannot use your body blades actively. However, you get a DX-4 roll to hit each foe in close combat with you once per turn, as a free action. Roll at +2 against foes who attacked you from behind. Those who grapple or slam you are hit immediately and automatically – and those who slam you take maximum damage! The body blades have Reach C and do 1d impaling damage.
Statistics: Long Spines (Can Carry Objects, Heavy, +100%; Sorcery, -15%) [6].
Personal Body of Ice
Keywords: None.
Full Cost: 105 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You gain the Body of Ice meta-trait; see the footnote below for details. Clothing and gear weighing no more than your BL change with you. The transformation takes 10 seconds.
Statistics: Alternate Form (Body of Ice*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [105].
Personal Body of Leaves
Keywords: None.
Full Cost: 17 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
Your body transmogrifies into a mound of leaves, roughly hemispheric with an 18” peak. You have the Body of Leaves meta-trait for the duration of the spell. You are inconspicuous in most outdoor environments. Clothes and carried items, up to your BL, are subsumed into the new form. To determine what gets left behind, begin with the heaviest items. Subsumed magic items are temporarily inoperable. You may cast any spells that have no ritual requirement. The transformation takes 10 seconds.
Statistics: Alternate Form (Body of Leaves*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [17].
Personal Body of Light
Keywords: None.
Full Cost: 73 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You gain the Body of Light meta-trait; see the footnote below for details. Clothing and gear weighing no more than your BL change with you. The transformation takes 10 seconds.
Stop Power acts as Glue and Steal Power acts as Steal Strength on the subject.
Statistics: Alternate Form (Body of Light*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [73].
** Diurnal means you are paralyzed if your entire body is in darkness (as opposed to in sunlight); with this, Permanent Paralysis requires total darkness, not merely the absence of sunlight.
Personal Body of Metal
Keywords: None.
Full Cost: 172 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You gain a slightly altered Body of Metal meta-trait; see the footnote below for details. Clothing and gear weighing no more than you BL change with you. The transformation takes 10 seconds.
Statistics: Alternate Form (Body of Metal*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [172].
Personal Body of Plastic
Keywords: None.
Full Cost: 128 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You gain the Body of Plastic meta-trait; see the footnote below for details. Clothing and gear weighing no more than your BL change with you. The transformation takes 10 seconds.
Statistics: Alternate Form (Body of Plastic*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [128].
Personal Body of Water
Keywords: None.
Full Cost: 173 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You gain the Body of Water meta-trait; see the footnote below for details. Clothing and gear weighing no more than your BL change with you. The transformation takes 10 seconds.
Statistics: Alternate Form (Body of Water*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [173].
Personal Body of Wood
Keywords: None.
Full Cost: 84 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You gain the Body of Wood meta-trait; see the footnote below for details. Clothing and gear weighing no more than your BL change with you. The transformation takes 10 seconds.
Statistics: Alternate Form (Body of Wood*; Can Carry Objects, No Encumbrance, +10%; Sorcery, -15%) [84].
Personal Boost Intelligence
Keywords: None.
Full Cost: 18 points/level.
Casting Roll: None.
Range: Self.
Duration: One second.
This spell raises your IQ by 1 per level of the spell for one second. The boosted attribute affects all secondary characteristics. This spell can be cast instantaneously while it is active, allowing the caster to use it as a response to an attack.
Statistics: IQ (Reduced Duration, 1/60, -35%; Reflexive, +40%; Sorcery, -15%) [18/level].
Personal Branch Fingers
Keywords: None.
Full Cost: 1 point.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
Your digits become elongated and covered in bark. When you target the eyes with a barehanded strike or eye gouge, you get the x4 wounding modifier for the skull.
Statistics: Long Fingers (Sorcery, -15%) [1].
Personal Bravery
Keywords: None.
Full Cost: 7 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You become braver. You add 4 to your Will whenever you make a Fright Check or must resist the Intimidation skill (p. B202) or a supernatural power that induces fear. You also subtracts 4 from all Intimidation rolls made against you. However, this bravery makes you overconfident. Treat this as having Overconfidence (p. B148) with a self-control number of 12.
Statistics: Fearlessness 4 (Sorcery, -15%; Temporary Disadvantage, Overconfidence (12), -5%) [7].
Personal Breakfall Plants
Keywords: None.
Full Cost: 6 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You subtract five yards from a fall automatically, if you fall onto some form of living plant material (treat this as an automatic Acrobatics success – don’t check again for it). In addition, a successful DX roll halves damage from any fall.
Statistics: Catfall (Accessibility, Only when falling onto living plants, -50%; Feather Fall, +20%; Sorcery, -15%) [6].
Personal Bright Vision
Keywords: None.
Full Cost: 5 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
Your vision is protected against overload. It rapidly adapts to the most intense of stimuli, allowing you to function normally after a maximum of two seconds of impairment. You will never suffer permanent damage to vision as a result of excessive sensory input, and you get +5 to rolls to resist temporary damage and Vision-Based attacks. This spell resists glare and eye damage from lasers, and lets Dark Vision, Infravision, and Night Vision adjust instantly from bright light to darkness.
Statistics: Protected Vision (Sorcery, -15%) [5].
Personal Chameleon Skin
Keywords: None.
Full Cost: 4.25 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
Your skin changes its surface pattern to blend into the surroundings. In any situation where being seen is a factor, you get +2 per level to Stealth skill when perfectly still, or +1 per level if moving. Clothing reduces this bonus to +1 per level when you are motionless, with no bonus if you are moving (unless the clothing is, in the GM’s opinion, camouflaged relative to your current environment). Chameleon Skin does not normally help in the dark or against someone relying upon senses other than sight.
Statistics: Chameleon 1 (Vision; Sorcery, -15%) [4.25/level].
Personal Conceal Magic
Keywords: None.
Full Cost: 42 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You become nearly impossible to detect, sense, or divine with any Information spells, regardless of the magic system used to cast them. Conceal Magic reduces the diviner’s effective margin of success by 10 for these purposes – so a spell that succeeded by 0-9 completely fails to find you, while one that succeeded by 10+ provides less information than normal and is at a huge disadvantage if it’s resisted.
Unlike Scryguard, this spell’s presence is completely undetectable by Detect Magic (GURPS Thaumatology: Sorcery, p. 19) and similar abilities.
Statistics: Obscure 10 (Information Spells; Defensive, +50%; Low Psychic Signature 5, +25%; No Area of Effect, -50%; Sorcery, -15%; Stealthy, +100%) [42].
Personal Corona of Cold
Keywords: None.
Full Cost: 9 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You are sheathed in cold that deals 1d-1 non-incendiary burning damage to enemies who touch your body. Targets injured by this spell must make an HT roll, at -1 per 2 points of injury, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute).
Statistics: Burning Attack 1d-1 (Aura, +80%; Melee Attack, Reach C, -30%; No Incendiary Effect, -10%; Side Effect, DX-2 and Numb, +90%; Sorcery, -15%) [9].
Personal Corona of Frost
Keywords: None.
Full Cost: 18 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You are sheathed in frost that deals 1d-1 fatigue damage to enemies who touch your body. Treat FP lost to the attack identically to FP lost to cold for all purposes, notably recovery (see Cold, p. B430). Targets who took damage from this spell must make an HT roll, at -1 per 2 points of FP lost, or take a -2 penalty to DX and become Numb (p. B146) for (20-HT) minutes (minimum 1 minute).
Statistics: Fatigue Attack 1d-1 (Aura, +80%; Freezing, +20%; Melee Attack, Reach C, -30%; Side Effect, DX-2 and Numb, +90%; Sorcery, -15%) [18].
Personal Dark Vision
Keywords: None.
Full Cost: 22 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell allows you to see even in pitch darkness, as if you had the Dark Vision advantage.
Statistics: Dark Vision (Sorcery, -15%) [22].
Personal Death Ward
Keywords: None.
Full Cost: 9 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You become immune to death curses. This includes death spells, direct-damage Necromantic magic (Burning Death, Rotting Death, etc.), and elixirs of Death (GURPS Magic, p. 215), plus non-magical equivalents such as Afflictions enhanced with Coma or Heart Attack, when they’re chi, divine, psionic, or spirit abilities, or something similar.
Statistics: Immunity to Death Curses (Sorcery, -15%) [9].
Personal Endure Elements
Keywords: None.
Full Cost: 1.8 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
Your temperature comfort zone (between 35° and 90° for humans) extends by HT degrees in both directions per level of this spell. Unlike most spells with an indefinite duration, this spell costs 1 FP per hour, not 1 FP per minute to maintain.
Statistics: Temperature Tolerance 2 (Magical, -10%) [1.8/level].
Personal False Tracks
Keywords: None.
Full Cost: 1 point.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You leave tracks that appear to be those of some animal or other being, determined by you during the casting. A Quick Contest between a tracker’s Tracking skill and your Naturalist skill determines whether or not the tracker is fooled.
Statistics: Different Footprints (Sorcery, -15%) [1].
Personal Flee
Keywords: None.
Full Cost: 3.75 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
Your Basic Move is increased by 1 per level of this spell, but only in situations where Enhanced Move (p. B52) or Sprinting (p. B354) would apply.
Statistics: Basic Move 1 (Sorcery, -15%; Takes Extra Time 1, -10%) [3.75/level].
Personal Forest Defense
Keywords: None.
Full Cost: 14 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell animates plants near you to place themselves in harm’s way. This increases your DR, cumulative with that from actual armor, but only when you stand in a hex with some vegetation. DR is 2 in sparse vegetation, 3 in normal vegetation, 4 in dense vegetation, and 5 in impenetrable vegetation. See Density of Vegetation rules in GURPS Magic: Plant Spells, p. 6.
Statistics: Damage Resistance 5 (Environmental, Vegetation, -40%; Force Field, +20%; Nuisance Effect, Strength is based on vegetation density, -10%; Sorcery, -15%) [14].
Personal Glass Wall
Keywords: None.
Full Cost: 36 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell lets you see through solid walls, floors, ceilings, or other similar barriers up to 4 feet thick (material doesn’t matter). You can just barely see the outline of the barrier you are looking through – not enough to impair vision in any way. This spell automatically works in conjunction with all of your other vision advantages (Infravision, Ultravision, etc.).
Statistics: Penetrating Vision 8 (Sorcery, -15%; Specific, Barriers, -40%) [36].
Personal Great Haste
Keywords: None.
Full Cost: 85 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You make your rate of time perception faster than that of a normal human. This spell lets you experience time twice as fast as a normal – that is, you experience two subjective seconds for each real second that passes.
This spell lets you take one additional maneuver on your turn in combat, allowing you to cast spells quickly by taking multiple Concentrate maneuvers, run very fast by taking multiple Move maneuvers, etc. Your turn doesn’t come any sooner, however! This advantage affects how fast you move when you react, but not how quickly you react in the first place.
In order to do anything that depends on someone else’s reactions, you must deliberately “slow down” and function at his speed. This applies both when making a Feint in combat and when making an Influence roll (B359) out of combat. For instance, if you choose to Feint, that is all you can do on your turn – you cannot take extra actions. (On the other hand, you could make an All-Out Attack followed by an Attack in order to beat down his defenses through sheer blinding speed!)
Statistics: Altered Time Rate 1 (Sorcery, -15%) [85].
Personal Halt Ageing
Keywords: None.
Full Cost: 14 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You do not age while this spell is active. Unlike most spells with an indefinite duration, this spell costs 1 FP per hour, not 1 FP per minute to maintain.
Statistics: Unaging (Magical, -10%) [14].
Personal Haste
Keywords: None.
Full Cost: 17 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You increase your Basic Speed by 1.00, which will also increase the your Basic Move and Dodge scores by the same amount.
Statistics: Basic Speed 1.00 (Sorcery, -15%) [17/level].
Personal Hawk Vision
Keywords: None.
Full Cost: 4.25 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You can “zoom in” with his eyes as if using binoculars. Each level lets you ignore -1 in range penalties to Vision rolls at all times, or -2 in range penalties if you take an Aim maneuver to zoom in on a particular target. This ability can also function as a telescopic sight, giving up to +1 Accuracy per level with ranged attacks provided you take an Aim maneuver for seconds equal to the bonus (see Scopes under Firearm Accessories, p. 411). The benefits of this spell are not cumulative with those of technological aids such as binoculars or scopes. If you have both, you must opt to use one or the other.
Statistics: Telescopic Vision 1 (Sorcery, -15%) [4.25/level].
Personal Hearing Protection
Keywords: None.
Full Cost: 1 point or 5 points
Casting Roll: None.
Range: Self.
Duration: Indefinite.
The basic (1-point) version of this spell makes your hearing less prone to overloading. You may ignore -1 in Hearing penalties due to noise and get +1 to HT rolls to resist deafening effects. The improved (5-point) spell lets your hearing rapidly adapt to the most intense of stimuli, allowing you to function normally after a maximum of two seconds of impairment. You will never suffer permanent damage to their hearing as a result of excessive sensory input, ignore -5 in Hearing penalties due to noise, and get +5 to rolls to resist Hearing-Based attacks.
Statistics: Robust Hearing (Sorcery, -15%) [1]. “Improved Hearing Protection” is Protected Hearing (Sorcery, -15%) [5].
Personal Hide
Keywords: None.
Full Cost: 2.9 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell makes you harder to find. A Vision roll is necessary to see you in plain sight; Vision rolls to detect you when you already are hidden are at -1 per level of this spell. These effects only apply while you remain still, but if you move and then stop moving while the spell is active, the effects resume.
Statistics: Obscure 1 (Vision; Accessibility, Only while standing still, -40%; Defensive, +50%; No Area of Effect, -50%; Sorcery, -15%; Stealthy, +100%) [2.9/level].
Personal Hide from Undead
Keywords: None.
Full Cost: 26 points or 34 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You become invisible to undead. You still make noise, leave footprints, and have a scent – and anything you are carrying (up to the Medium encumbrance) becomes invisible too. You get a +9 to Stealth in any situation where being seen would matter, if you are carrying no more than your Medium encumbrance.
Undead creatures using paranormal remote viewing (crystal balls, Clairvoyance, etc.) cannot see you if you would be invisible to their normal vision. Paranormal abilities that detect enemies, life, and so on non-visually can still see you.
Invisibility only works against electromagnetic vision (which encompasses ordinary vision, Infravision, Ultravision, and radar). You do not cast a shadow and don’t show up in mirrors.
The basic (26-point) version of this spell ends if you attack any undead creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. The improved (34-point) version of this spell eliminates this limitation.
Statistics: Invisibility (Accessibility, Undead Only, -50%; Can Carry Objects, Medium, +50%; Dispels after an attack, -20%; Sorcery, -15%) [26]. The improved version removes the Dispels after an attack limitation from the advantage [+8].
Personal Hide Path
Keywords: None.
Full Cost: 10 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell allows you to pass through grass, undergrowth, or jungle without leaving any sign. Tracking rolls to follow you automatically fail unless they rely on something more than sight; thus, a human tracker would be baffled, but bloodhounds would suffer no penalty at all.
Statistics: Unusual Training (Light Walk, no Stealth bonus, only through vegetation) [1] + Light Walk (H) DX [4] modified with Cosmic, No die roll required, +100% and Sorcery, -15% for a final cost of 10 points.
Personal Hush
Keywords: None.
Full Cost: 48 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You become unable to produce sounds, including in the subsonic and ultrasonic ranges, either accidentally or on purpose. This makes you invisible to geophones, sonar devices, ultrasonic motion detectors, and Vibration Sense (p. B96).
Statistics: Obscure 10 (Hearing; Defensive, +50%; Extended, Sonar, Subsonic Hearing, Ultrahearing, and Vibration Sense, +80%; No Area of Effect, -50%; Sorcery, -15%; Stealthy, +100%; Temporary Disadvantage, Mute, -25%) [48].
Personal Ice Armor
Keywords: None.
Full Cost: 30 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell covers your body in a layer of ice. You gain DR 8 that covers your whole body, including the eyes. This DR is semi-ablative - every 10 points of basic damage rolled removes one point of DR, regardless of whether the attack penetrates DR. This DR is treated as ablative (each point of DR stops one point of basic damage but is destroyed in the process) against fire attacks. Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration, p. B80).
Statistics: DR 8 (Sorcery, -15%; Either/Or (Semi-Ablative, -20% or Ablative, -80% and Limited, Fire, -40%), -25%) [24] + Nictitating Membrane 8 (Magical, -10%; Either/Or (Semi-Ablative, -20% or Ablative, -80% and Limited, Fire, -40%), -25%) [6].
Personal Ice Movement
Keywords: None.
Full Cost: 21 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell makes ground and water beneath your feet freeze and allows you to skate along such surfaces at high speed. Double the top running speed when moving along ground or water. This does not affect Basic Speed, Basic Move, or Dodge. When running across water (this spell does not work on any other liquids), you must keep moving at your full Move to avoid falling. In any case, you are treated as skating, and complex maneuvers and combat actions require Skating (p. B220) rolls.
Statistics: Enhanced Move 1 (Ground; Nuisance Effect, Skating rolls, -10%; Sorcery, -15%) [15] + Walk on Liquid (Accessibility, Only when moving at his full Move, -30%; Magical, -10%; Nuisance Effect, Skating rolls, -10%; Specific, Water, -10%) [6].
Personal Ice Shield
Keywords: None.
Full Cost: 15 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
Your skin and eyes become covered by an ice barrier. You gain DR 15. This DR is ablative - it stops damage once. Each point of DR stops one point of basic damage but is destroyed in the process. Lost DR “heals” at the same rate as lost HP (including the effects of Regeneration, p. B80).
Statistics: DR 15 (Ablative, -80%; Includes Eyes, +10%; Sorcery, -15%) [15].
Personal Icewalking
Keywords: None.
Full Cost: 5 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You can walk or crawl on ice walls and ceilings. You can stop at any point and stick to the surface without fear of falling. Neither feat requires a roll against Climbing skill, provided the surface is one you can cling to. Move while clinging is half your Basic Move.
If you are falling and trying to grab a vertical surface to break your fall, the GM must first decide whether there is anything in reach. If there is, you make a DX roll to touch the surface, and then make a ST roll at -1 per 5 yards already fallen. If you succeed, you stop your fall. Otherwise, you continue to fall – but you may subtract 5 yards from the height of the fall thanks to the slowing effect of the failed Clinging attempt. Variations in gravity affect these distances; e.g., in 0.5G, the ST roll would be at -1 per 10 yards.
Statistics: Clinging (Sorcery, -15%; Specific, Ice, -60%) [5].
Personal Infravision
Keywords: None.
Full Cost: 9 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell allows you to see “infrared” or heat rays in addition to normal light, as with the Infravision advantage (p. B60).
Statistics: Infravision (Sorcery, -15%) [9].
Personal Instant Regeneration
Keywords: None.
Full Cost: 234 points.
Casting Roll: None.
Range: Self.
Duration: Instantaneous.
You instantly regrow a lost limb or organ.
Statistics: Regrowth (Reduced Time 25, +500%; Sorcery, -15%) [234].
Personal Keen Hearing
Keywords: None.
Full Cost: 2 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You gain a bonus to Hearing (p. B358) equal to the level of this spell (maximum 3*).
Statistics: Acute Hearing 1 (Sorcery, -15%) [2].
Personal Keen Taste and Smell
Keywords: None.
Full Cost: 2 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You gain a bonus to Taste and Smell equal to the level of this spell (maximum 3*).
Statistics: Acute Taste and Smell 1 (Sorcery, -15%) [2].
Personal Keen Touch
Keywords: None.
Full Cost: 2 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You gain a bonus to Touch equal to the level of this spell (maximum 3*).
Statistics: Acute Touch 1 (Sorcery, -15%) [2].
Personal Keen Vision
Keywords: None.
Full Cost: 2 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You gain a bonus to Vision equal to the level of this spell (maximum 3*).
Statistics: Acute Vision 1 (Sorcery, -15%) [2].
Personal Mage-Stealth
Keywords: None.
Full Cost: 53 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You become unable to produce sounds (including in the subsonic and ultrasonic ranges) accidentally or on purpose, with the exception of speech, allowing for sorcerous incantations and talking. This makes you invisible to geophones, sonar devices, ultrasonic motion detectors, and Vibration Sense (p. B96).
Statistics: Obscure 10 (Hearing; Defensive, +50%; Extended, Sonar, Subsonic Hearing, Ultrahearing, and Vibration Sense, +80%; No Area of Effect, -50%; Sorcery, -15%; Stealthy, +100%) [53].
Personal Magic Resistance
Keywords: None.
Full Cost: 5 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell makes you resistant to magic, granting you one level of Magic Resistance (p. B67) per level of this spell (maximum 3*). Subtract the Personal Magic Resistance level from the skill of anyone directly casting a spell on you, and add it to your roll to resist any spell that offers a resistance roll. In addition, you may roll against HT + Magic Resistance to resist the effects of magical elixirs.
Magic Resistance provides no benefit against Missile spells, attacks by magic weapons, or information-gathering spells that aren’t cast directly on you.
Magic Resistance, and its precise level, can be recognized by any creature looking at your aura, or by anyone who casts a spell on you.
Statistics: Magic Resistance 1 (Improved, +150%; Sorcery, -15%) [5/level].
Personal Mantle of the Icy Soul
Keywords: None.
Full Cost: 45 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You become very resistant to cold, but also vulnerable to fire. You and all of your gear have DR 20 against cold and ice – including not only Missile and Jet spells, but also spells that bypass normal DR to cause direct, internal damage. Resistible cold effects other than damage (e.g., a spell that freezes the flesh to grant the subject Brittle) simply fail, as though you have successfully resisted. This spell does not grant you Temperature Tolerance. However, you also gain Vulnerability (Fire, x2) (p. B161).
Statistics: Damage Resistance 20 (Force Field, +20%; Limited, Cold/Ice, -40%; Sorcery, -15%; Temporary Disadvantage, Vulnerability (Fire, x2), -30%) [35] + Immunity to Noxious Cold Effects (Magical, -10%; Temporary Disadvantage, Vulnerability (Fire, x2), -30%) [6] + Internal Damage Resistance 20 (Limited, Cold/Ice, -40%; Magical, -10%; Temporary Disadvantage, Vulnerability (Fire, x2), -30%) [4]. See GURPS Sorcery: Protection and Warning Spells, p. 11 for internal defenses.
Personal Melee Manager
Keywords: None.
Full Cost: 19 points.
Casting Roll: None.
Range: Self.
Duration: Instantaneous.
While this spell is active, you can strike more than once with the same weapon or body part. This extra attack can only be used if all attacks made by you during your turn were melee attacks, and this extra attack can only be a melee attack.
Statistics: Extra Attack 1 (Accessibility, Only if all other attacks were melee, -10%; Limited, Melee, -20%; Multi-Strike, +20%; Sorcery, -15%) [19].
Personal Metal Vision
Keywords: None.
Full Cost: 9 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell lets you see through metal. Each level of this spell allows the subject to see through up to one foot of metal. You can just barely see the outline of the substance you are looking through – not enough to impair vision in any way. This spell automatically works in conjunction with all of your other vision advantages (Infravision, Ultravision, etc.).
Statistics: Penetrating Vision 2 (Sorcery, -15%; Specific, Metal, -40%) [9/level].
Personal Mirrored Skin
Keywords: None.
Full Cost: 12 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell turns your skin into a mirror that reflects light-based attacks and even makes direct hits less powerful. You gain DR 2 and +1 Dodge against light-based attacks.
Statistics: DR 2 (Limited, Light, -40%; Magical, -10%) [5] + Enhanced Dodge 1 (Limited, Light, -40%; Sorcery, -15%) [7].
Personal Muffle
Keywords: None.
Full Cost: 8.5 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You become less noisy. You get +4 per level of this spell to Stealth skill when you are perfectly motionless, or +2 if moving (even in armor, etc.). These bonuses help only in the dark, or against listening devices, blind creatures, and others who must rely on hearing to find you.
Statistics: Silence 2 (Sorcery, -15%) [8.5/level].
Personal Night Vision
Keywords: None.
Full Cost: 8 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell allows you to see clearly as long as there is any light at all, as with Night Vision 9. In utter darkness, you are still blind.
Statistics: Night Vision 9 (Sorcery, -15%) [8].
Personal Plant Sense
Keywords: None.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You can detect the location and size of objects by sensing the minute disturbances of vegetation around you. You can locate an opponent in the dark, but you cannot detect details (e.g., whether he is armed). In a perfectly still, dark forest, you would be able to sense a barrier before you run into it, and could find openings by sensing the flow of air through the plants.
To use Plant Sense, you must make a Sense roll. Consult the Size and Speed/Range Table (p. B550) and apply separate bonuses for the target’s size and speed, and a penalty for the range to the target. A successful roll reveals the rough size, location, speed, and direction of movement of the target. It does not provide any information about the object’s shape, color, etc. Once you have detected something, you may target it with an attack. The modifiers that applied to his Sense roll also apply to your attack roll, but can never give you a bonus to hit.
Note that if you are outside the areas of dense vegetation where the ability functions, or if the subject is wearing a sealed suit, this ability does not work at all!
Statistics: Vibration Sense (Environmental, Dense Vegetation, -40%; Sorcery, -15%) [5].
Personal Plant Vision
Keywords: None.
Full Cost: 5 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell lets you see through living
vegetation. Each level of this spell allows you to see through up to one foot
of living plant matter. You can just barely see the outline of the substance you
are looking through – not enough to impair vision in any way. This spell
automatically works in conjunction with all of your other vision advantages (Infravision,
Ultravision, etc.).
Statistics: Penetrating
Vision 2 (Sorcery, -15%; Specific, Living Vegetation, -60%) [5/level].
Personal Plastic Vision
Keywords: None.
Full Cost: 9 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell lets you see through plastic.
Each level of this spell allows you to see through up to one foot of plastic. You
can just barely see the outline of the substance you are looking through – not
enough to impair vision in any way. This spell automatically works in
conjunction with all of your other vision advantages (Infravision, Ultravision,
etc.).
Statistics: Penetrating
Vision 2 (Sorcery, -15%; Specific, Plastic, -40%) [9/level].
Personal Preservation
Keywords: None.
Full Cost: 52 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell strengthens your soul’s
connection to the body. First, you become immune to death curses. This includes
death spells, direct-damage Necromantic magic (Burning Death, Rotting Death, etc.),
and elixirs of Death (GURPS Magic, p.
215), plus non-magical equivalents such as Afflictions enhanced with Coma or
Heart Attack, whether they’re chi, divine, psionic, or spirit abilities, or something
similar. Second, injury affects you normally, but you need never make a HT roll
to stay alive. You can survive (and even function, if you remain conscious) down
to -10xHP, at which point your body is physically destroyed and you die.
Statistics: Immunity
to Death Curses (Magical, -10%) [9] + Unkillable 1 (Sorcery, -15%) [43].
Personal Protection from Incarnum
Keywords: None.
Full Cost: 9 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You gain a +3 bonus on HT all rolls
made to resist incarnum abilities, including soulmeld effects.
Personal Protection from Magic
Keywords: None.
Full Cost: 6.75 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You, and all of your carried gear, are
protected from magical damage, both direct and indirect. This increases your DR
by the level of this spell (e.g., Personal Protection from Magic 3 adds DR 3),
cumulative with that from actual armor. This DR protects even against
Malediction-based attacks.
Statistics:
Damage Resistance 1 (Force Field, +20%; Limited, Magic, -20%;
Malediction-Proof, +50%; Sorcery, -15%) [6.75/level].
Personal Reaper’s Embrace
Keywords: None.
Full Cost: 31 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You begin to radiate a black aura
that ages enemies who touch your body 1 year.
Statistics: Ageing Attack 1 (Aura, +80%; Cosmic, Irresistible
Attack, +300%; Melee Attack, Reach C, -30%; Sorcery, -15%) [31].
Personal Regeneration
Keywords: None.
Full Cost: 36 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
While this spell is active, you are
able to regrow lost limbs and organs! A lost ear, finger, toe, claw, tentacle
tip, etc. regrows in 1d weeks; a lost hand or foot in 1d+1 months; and a lost
eye, arm, or leg in 2d+2 months. If you also have the Regeneration advantage,
this spell works much faster: all lost body parts regrow in the time it takes you
to heal to full HP. You can only regrow one limb or organ at a time. Unlike
most spells with an indefinite duration, this spell costs 1 FP per hour, not 1
FP per minute to maintain.
Statistics: Regrowth
(Magical, -10%) [36].
Personal Resist Acid
Keywords: None.
Full Cost: 55.5 points for level 1 +
37.5 points/additional level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You become virtually immune to acid.
You and all of your carried gear have DR equal to (spell level)x10 against acid
– including not only Missile and Jet spells, but also to ingested acid and
spells that bypass normal DR to cause direct, internal damage. Resistible
acidic effects other than damage (e.g., a spell to inflict heartburn) simply
fail, as though you have successfully resisted. In addition, all of your DR
(from this spell, his armor, tough hide, etc.) is immune to being eroded away
by acid.
Statistics: Damage
Resistance 10 (Force Field, +20%; Limited, Acid, -40%; Sorcery, -15%) [32.5] +
Immunity to Noxious Acidic Effects (Magical, -10%) [9] + Internal Damage
Resistance 10 (Limited, Acid, -40%; Magical, -10%) [5] + Internal Sealed
(Acid-Resistant Only, below, -60%; Magical, -10%) [1] + Sealed (Acid-Resistant
Only, below, -60%; Force Field, +20%; Magical, -10%) [8]. Further levels
increase both DRs by 10 [+37.5]. See GURPS
Sorcery: Protection and Warning Spells, p. 11 for internal defenses.
Personal Resist Disease
Keywords: None.
Full Cost: 9 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You are completely immune to
diseases while this spell is active. Existing ones don’t disappear, but their
symptoms are suppressed and the duration does count toward a disease’s cycles
(consider any mandatory HT rolls to be successful).
Statistics: Immunity
to Disease (Sorcery, -15%) [9].
Personal Resist Energy
Keywords: None.
Full Cost: 43 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell gives you and everything
you carry an extra DR 10 against any sort of FP or HP damage incurred from energy,
whether from a direct attack or an environmental effect.
Statistics: DR
10 (Force Field, +20%; Limited, Energy, -20%; Sorcery, -15%) [43].
Personal Resist Poison
Keywords: None.
Full Cost: 13 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You are immune to poison for as long
as the spell lasts. If you already have some in your veins, it temporarily stops
killing you but does not vanish. However, this spell’s duration does count
toward the poison’s normal lifespan and any required resistance rolls are
considered successful, which may allow you to outlast a fast-cycling venom.
Statistics:
Immunity to Poison (Sorcery, -15%) [13].
Personal Resist Pressure
Keywords: None.
Full Cost: 8 or 18 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You and all your gear are protected
from the effects of high or low pressure. When casting, the you must decide
whether to grant yourself Pressure Support (p. B77) or Vacuum Support (p. B96).
This does not allow you to breathe in such environments; other spells or
abilities are needed for that!
The basic (8-point) version of this
spell grants up to Pressure Support 1. The improved (18-point) version raises the
potential limit to Pressure Support 3. Either spell grants standard Vacuum
Support.
Statistics: The
basic version is Vacuum Support (Force Field, +20%; Sorcery, -15%) [6/5=2] and
Pressure Support 1 (Force Field, +20%; Sorcery, -15%) [6] taken as Alternative
Abilities. The improved version is Vacuum Support (Force Field, +20%; Sorcery,
-15%) [6/5=2] and Pressure Support 3 (Force Field, +20%; Sorcery, -15%) [16]
taken as Alternative Abilities.
Personal Resist Radiation
Keywords: None.
Full Cost: 10.5 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
Your body absorbs far less radiation
than it normally would. This extends to everything you’re carrying. See Radiation
Protection (p. B436) for details. At level five (the maximum), you are effectively
immune to radiation.
Spell Level |
Protection Factor (PF) |
1 |
5 |
2 |
20 |
3 |
10 |
4 |
500 |
5 |
Immune |
Personal Resist Sound
Keywords: None.
Full Cost: 51.5 points for level 1 + 37.5 points/additional level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You become virtually immune to sonic attacks. You and all of your gear have DR equal to (spell level)x10 against sonics – including not only Missile and Jet spells, but also spells that bypass normal DR to cause direct, internal damage. Resistible sonic effects other than damage (e.g., an ultra-tech nauseator) simply fail, as though you have successfully resisted. In addition, you enjoy the benefits of Protected Hearing (p. B78).
Statistics: Damage Resistance 10 (Force Field, +20%; Limited, Sound, -40%; Sorcery, -15%) [32.5] + Immunity to Noxious Sonic Effects (Magical, -10%) [9] + Internal Damage Resistance 10 (Limited, Sound, -40%; Magical, -10%) [5] + Protected Hearing (Magical, -10%) [5]. Further levels increase both DRs by 10 [+37.5]. See below for internal defenses.
Personal Resist Water
Keywords: None.
Full Cost: 16 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You and anything carried are encased in a field which repels water and water-based liquids. You cannot become damp or waterlogged, remaining dry even when submerged. Someone could even throw (water-based) paint you and it would simply slough off with no effect.
This does not protect against the effects of freezing cold, scalding steam, and so on! It offers no resistance against ice missiles, geyser blasts, or most other attacks. However, the water resistance does offer some small defense against acid: you get +2 DR versus such attacks, and all of your DR is immune to being eroded away by acid.
Statistics: Damage Resistance 2 (Force Field, +20%; Limited, Acid, -40%; Magical, -10%) [7] + Sealed (Acid-Resistant and Waterproof Only, -50%; Force Field, +20%; Sorcery, -15%) [9].
Personal Scryguard
Keywords: None.
Full Cost: 37 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You are nearly impossible to detect, see, or divine with any Information spells, regardless of the magic system used to cast them. Scryguard reduces the diviner’s effective margin of success by 10 for these purposes – so a spell that succeeded by 0-9 completely fails to find you, while one that succeeded by 10+ provides less information than normal and is at a huge disadvantage if it’s resisted.
A spell like Detect Magic (GURPS Thaumatology: Sorcery, p. 19) will reveal the existence of the Personal Scryguard spell, but that’s all – and the caster would have to first see you with his own eyes to cast it.
Statistics: Obscure 10 (Information Spells; Defensive, +50%; No Area of Effect, -50%; Stealthy, +100%; Sorcery, -15%) [37].
Personal See Invisible
Keywords: None.
Full Cost: 13 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell allows you to see objects or individuals that are normally invisible. This only covers magical invisibility.
Statistics: See Invisible (Magic; Sorcery, -15%) [13].
Personal Slimy Skin
Keywords: None.
Full Cost: 9 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
Your skin is covered with a thin layer of pond scum that drips from your chin and limbs like maple syrup. You gain Bad Grip 2 and Unnatural Features 5, but as an upside become hard to hold. This effect grants you +6 to all ST, DX, and Escape rolls to slip restraints, break free in close combat, or squeeze through narrow openings.
Statistics: Slippery 6 (Sorcery, -15%; Temporary Disadvantage, Bad Grip 2 and Unnatural Features 5, -15%) [9].
Personal Small Vision
Keywords: None.
Full Cost: 3.75 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You can see details that would normally be invisible without a magnifying glass or a microscope. Each level increases magnification by a factor of 10: 5 points gives 10x, 10 points gives 100x, and so on. This magnification only applies to objects within 1 foot.
Level 1 suffices for ordinary forensic investigation. Level 3 (1,000x) is equivalent to the best optical microscopes. Level 5 (100,000x) is comparable to an electron microscope, capable of imaging viruses. Level 6 (1,000,000x) is on par with a scanning-tunneling or atomic force microscope, and can study an object’s atomic structure.
While the spell is on, you are nearsighted: you is incapable of seeing objects further than a yard away clearly – they appear blurred and all melee attacks are made at -2 to skill.
Statistics: Microscopic Vision 1 (Nuisance Effect, -2 to melee attacks, -10%; Sorcery, -15%) [3.75/level].
Personal Snow Shoes
Keywords: None.
Full Cost: 10 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You do not suffer DX or Move penalties for snow or ice.
Statistics: Terrain Adaptation (Ice; Sorcery, -15%) [5] + Terrain Adaptation (Snow; Magical, -10%) [5].
Personal Sonar Invisibility
Keywords: None.
Full Cost: 74 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You become invisible to sonar. You still make noise, leave footprints, and have a scent – and anything you are carrying (up to the Medium encumbrance) becomes invisible to sonar too. You get a +9 to Stealth in any situation where being detected with sonar would matter, if you are carrying no more than your Medium encumbrance.
Statistics: Invisibility (Sonar; Affects Machines, +50%; Can Carry Objects, Medium, +50%; Sorcery, -15%) [74].
Personal Sound Vision
Keywords: None.
Full Cost: 17 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You gain the Sonar advantage (p. B81).
Statistics: Sonar (Sorcery, -15%) [17].
Personal Space Adaptation
Keywords: None.
Full Cost: 36 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You become shielded by an invisible force screen that protects you from the hazards of space. You gain PF 5, Sealed (p. B82), Temperature Tolerance 10 (p. B93), and Vacuum Support (p. B96). Note that this spell does not eliminate the need for air.
Statistics: Radiation Tolerance 5 (Magical, -10%) [9] + Sealed (Sorcery, -15%) [13] + Temperature Tolerance 10 (Magical, -10%) [9] + Vacuum Support (Magical, -10%) [5].
Personal Steelwraith
Keywords: None.
Full Cost: 91 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell makes you to intangible to metal. You automatically fall through any metal floors. You will need to hold your breath on long trips (this spell does not provide air) and gain no special ability to see through metal. You may carry up to Medium encumbrance while doing this, but you cannot carry any metal objects – they fall through your body.
This spell does not make you immune to attacks with metal weapons, but makes you highly resistant to them. You are considered to be diffuse against metal attacks. It makes you immune to crippling injuries and reduces the damage you suffer from attacks with metal weapons; see Injury to Unliving, Homogenous, and Diffuse Targets (p. B380). Metal foes cannot slam or grapple you! This includes all the benefits of No Blood, No Brain, and No Vitals, but only against metal attacks.
Statistics Permeation (Metal; Can Carry Objects, Medium Encumbrance, +50%; Magical, -10%; Nuisance Effect, Can’t carry anything metal, -20%; Nuisance Effect, Can’t turn it off, -5%) [46] + Injury Tolerance (Diffuse; Limited, Metal, -40%; Sorcery, -15%) [45].
Personal Strengthen Will
Keywords: None.
Full Cost: 4.25 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You increase your Will by 1 per level of this spell.
Statistics: Will 1 (Sorcery, -15%) [4.25/level].
Personal True Seeing
Keywords: None.
Full Cost: 13 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell allows you to see through illusions of any kind.
Statistics: See Invisible (Illusion; Sorcery, -15%) [13].
Personal Ultravision
Keywords: None.
Full Cost: 9 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell allows you to see ultraviolet light, as if you had the Ultravision (p. B94) advantage.
Statistics: Ultravision (Sorcery, -15%) [9].
Personal Walk Through Metal
Keywords: None.
Full Cost: 42 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell allows you to pass through metal obstacles as if they were not even there. You do not automatically sink into the ground; the metal beneath your feet is as solid as you wish it to be. You will need to hold your breath on long trips (this spell does not provide air) and gain no special ability to see through metal. You may carry up to Light encumbrance while doing this.
Statistics: Permeation (Metal; Can Carry Objects, Light Encumbrance, +20%; Sorcery, -15%) [42].
Personal Walk Through Plants
Keywords: None.
Full Cost: 5 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
You do not suffer DX or Move penalties for traversing through undergrowth, bushes, or other dense vegetation.
Statistics: Terrain Adaptation (Dense Vegetation; Sorcery, -15%) [5].
Personal Walk Through Water
Keywords: None.
Full Cost: 21 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
Statistics: Permeation (Water; Can Carry Objects, Light Encumbrance, +20%; Sorcery, -15%) [21].
Keywords: None.
Full Cost: 42 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell allows you to pass through wood (dead or alive) as if it was not even there. You do not automatically sink into the wood; the wood beneath your feet is as solid as you wish it to be. You will need to hold your breath on long trips (this spell does not provide air) and gain no special ability to see through wood. You may carry up to Light encumbrance while doing this.
Statistics: Permeation (Wood; Can Carry Objects, Light Encumbrance, +20%; Sorcery, -15%) [42].
Personal Water Vision
Keywords: None.
Full Cost: 9 points/level.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
This spell lets you see through water (including ice, snow, and steam). Each level of this spell allows you to see through up to one foot of water. You can just barely see the outline of the substance you are looking through – not enough to impair vision in any way. This spell automatically works in conjunction with all of your other vision advantages (Infravision, Ultravision, etc.).
Statistics: Penetrating Vision 2 (Sorcery, -15%; Specific, Water, -40%) [9/level].
Personal Wooden Arm
Keywords: None.
Full Cost: 64 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
Your arm (up to the top of the biceps) turns to hard wood. It looks almost normal, able to flex and grip as if it were unaltered. You gain the Wooden Arm meta-trait; see the footnote below for details. The transformation takes 10 seconds.
If cast on a bleeding arm, the bleeding stops. The flow does not resume when the spell returns to its normal state – this spell effectively stanches an open wound and can be cast solely for that purpose. The arm is immune to metabolic hazards, is homogenous, has no blood, has DR 4, and its punch damage is increased by +1 per die.
Your wooden arm burns more easily than flesh. You make a HT roll to avoid catching fire whenever the arm receives a major wound from a burning or explosive attack. The arm catches fire automatically if such an attack inflicts 10+ HP of injury. Once aflame, the arm suffers 1d-1 injury per second until it is extinguished by immersion in water, rolling on the ground (takes 3 seconds), etc.
Statistics: Alternate Form (Wooden Arm*; Sorcery, -15%) [64].
good decision
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