Friday 26 August 2022

Sorcery: Animal Spells VI

Sorcery: Animal Spells VI

Some animal spells from Patyrsun's Codex Arcanum converted to sorcery.
 
Afflict Animal
Keywords: Resisted (HT).
Full Cost: 41 points or 56 points
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent (basic) or Truly Permanent (improved).
 
This spell allows the caster to make the animal frail. The animal gets the Very Unfit disadvantage (p. B160). If the animal had Fit or Very Fit, it loses that advantage as well. The basic (41-point) version is permanent, but can be dispelled normally. The improved (56-point) version is truly permanent – it stays forever and cannot be dispelled.
Statistics: Affliction 1 (HT; Accessibility, Only on animals, -25%; Disadvantage, Very Unfit, +15%; Extended Duration, Permanent, +150%; Malediction 2, +150%; Negated Advantage, Very Fit, +15%; No Signature, +20%; Sorcery, 15%) [41]. The improved version replaces Extended Duration, Permanent, +150% with Extended Duration, Truly Permanent, +300% [+15].
  
Alter Behavior
Keywords: Resisted (IQ).
Full Cost: 15 points.
Casting Roll: IQ. Use IQ (again) or Brainwashing to add the disadvantages.
Range: Unlimited.
Duration: Three days.
 
This spell lets the caster temporarily change an animal's behavior. In effect, you can add or remove any mundane mental disadvantage. If not, the animal resists with IQ and must be completely immobilized or otherwise under your control while you cast the spell. Successful casting gets you inside of its head. You must then win a second Quick Contest of IQ – or make another unopposed IQ roll, for a willing subject. You may substitute Brainwashing for IQ, if better. You are at -1 per full -5 points of disadvantages changed.
Statistics: Mind Control (Accessibility, Only on animals, -25%; Based on IQ, +20%; Conditioning Only, -50%; Fixed Duration, +0%; Sorcery, -15%) [15].
  
Animal Ageing
Keywords: Resisted (HT).
Full Cost: 18 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.
 
Each application of this spell ages an animal by one year.
Statistics: Ageing Attack 1 (Accessibility, Only on animals, -25%; Based on HT, +20%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [18].
  
Animal Attraction
Keywords: Area (Leveled), Resisted (Will).
Full Cost: 110 points for level 1 + 25 points/additional level.
Casting Roll: IQ.
Range: Unlimited.
Duration: 1 hour.
 
This spell creates an area of musk, pheromones, or other chemicals that have the effect of arousing or enraging animals that are susceptible to pheromones. The caster can select the sort of animals he wishes to effect and what sort of emotion he wishes to invoke, limited only by what chemicals the animal would naturally respond to. For example, the mage could produce a chemical that causes bees to become angry and defend their hive to enrage a colony of bees. He could produce deer musk to attract stags to a hunting blind, or he could produce scent markings that mark a certain territory as belonging to a specific wolf.
It is up to the GM to determine how domestic animals might react to scents. Each animal resists with Will. If it fails to resist, it acts as appropriate for the created scent. If the animal resists, it cannot be affected by this spell again within 24 hours.
Statistics: Mind Control (Accessibility, Only on animals, -25%; Area Effect, 2 yards, +50%; Based on IQ, +20%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Independent, +70%; Persistent, +40%; Smell-Based, -20%; Sorcery, -15%; Suggestion, -40%) [110]. Additional levels add Area Effect (+50%) [+25].
  
Animal Emotion
Keywords: Resisted (Will).
Full Cost: 35 points.
Casting Roll: IQ.
Range: Unlimited.
Duration: One minute.
 
Instills an animal with any one emotion the caster chooses. Allowed emotions include anger, boredom, depression, disgust, fear, greed, hate, jealousy, joy, love, lust, patriotism, peace, sadness, and unrest.
Statistics: Mind Control (Accessibility, Only on animals, -25%; Emotion Control, -50%; Fixed Duration, +0%; Independent, +70%; Reduced Duration, 1/3, -10%; Sorcery, -15%) [35].
  
Animal Sleep
Keywords: Resisted (Will).
Full Cost: 40 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.
 
The subject animal falls asleep for 3 minutes, if it fails to resist. After this, it can be woken normally, but it will not necessarily wake up right away, especially if already tired. Upon waking up, the animal is stunned (p. B420) and may roll vs. Will once per second to recover.
Statistics: Affliction 1 (Will; Accessibility, Only on animals, -25%; Based on Will, +20%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sleep, +150%; Sorcery, 15%) [40].
  
Change Animal
Keywords: Resisted (HT).
Full Cost: 41 points or more.
Casting Roll: Will
Range: Unlimited.
Duration: 30 minutes.
 
The caster transforms one animal into another animal. The subject cannot shift back on its own; it must wait for the spell to expire or be dispelled. Each animal form is a different spell, to be learned separately. The caster may only learn the form of an animal with which he is familiar. If the subject is knocked out or killed, it immediately reverts to its native form (which will also be unconscious or dead).
The subject retains its intelligence, but gains all the physical attributes of the new form.
Statistics: Affliction 1 (HT; Accessibility, Only on animals, -25%; Advantage, Change Animal, +140%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [41]. Notes: “Change Animal” is Alternate Form (Animal; Magical, -10%) [14]. This spell costs 41 points for a racial template worth no more than the subject’s native racial template. A more powerful form costs 41 points plus 90% of the difference in cost between the subject’s native template and that of the animal form. The caster may learn to affect more powerful subjects by investing more points into this spell.
  
Change Coloration
Keywords: Resisted (HT).
Full Cost: 43 points or 67 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Five hours (basic) or Truly Permanent (improved).
 
This spell allows the mage to change an animal's coloration to any color or pattern naturally found in creatures of that species. For example, a cat could be turned from black to gray tabby, but it couldn't be turned purple. The basic (43-point) version lasts for five hours. The improved (67-point) version is permanent and irreversible.
Statistics: Affliction 1 (HT; Accessibility, Only on animals, -25%; Advantage, Change Coloration, +120%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [43]. Note: “Change Coloration” is Elastic Skin (Accessibility, Only natural coloration, -30%; Magical, -10%) [12]. The improved version replaces Elastic Skin (Accessibility, Only natural coloration, -30%; Magical, -10%) [12] with Elastic Skin (Accessibility, Only natural coloration, -30%) [14] and Extended Duration, 100x, +80% with Extended Duration, Truly Permanent, +300% [+24].
  
Fertilize Egg
Keywords: None.
Full Cost: 20 points.
Casting Roll: None. Use DX or unarmed combat skill to hit.
Range: Touch.
Duration: Permanent.
 
This spell makes any egg that is whole, and not broken, cooked or rotten, fresh and viable. If properly incubated and tended, eventually it will hatch. If not properly tended, it will eventually die or rot, though this spell can be used to refresh the egg again.
Statistics: Affliction 1 (HT; Accessibility, Only on eggs, -80%; Advantage, Fertilize Egg, +50%; Extended Duration, Permanent, +150%; Melee Attack, Reach C, -30%; No Signature, +20%; Sorcery, -15%) [20]. Note: “Fertilize Egg” is Fertility Control (Variant; Magical, -10%; Reduced Time 17, +340%) [5].
 

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