Wizardry: Meta-Spells I
Meta-spells are very important, as they often define what countermeasures to magic are available in the game world, and in general make magic much more interactive. Detect Magic from D&D 3.5 works significantly different from the one in Sorcery, as it is based strictly on vision, allows an analysis roll, and also allows detecting residual auras created by spells cast in the past. Thus, it basically combines the effects of the GURPS Detect Magic and Reconstruct Spell spells. Dispelling Touch isn't actually a D&D spell, but an ability of a certain monster from Monster Manual V. I wrote it up in the first post, but will repost it here for convenience. Dispel Magic is very similar to the GURPS one, but has a fixed area. I also increased the casting time and cost to bring down the full cost a bit. Still, quite expensive, but powerful. Identify requires an expensive material component and a lot of time (but not as much as the original D&D spell), but costs only 1 point. So, basically every wizard can have it in their spellbook. Antimagic Field is an expensive, but powerful spell that can shut down any spellcaster. I had to add Switchable, +100% to Static, even though you can switch this advantage off by switching to another spell in your alternative abilities array. Without Switchable, +100%, that'd be a point crock, I think.
Detect Magic
Keywords: Information.
Full Cost: 10 points.
Casting Roll: Skill. Thaumatology to analyze.
Components: V, S.
Cost: 1 FP.
Casting Time: 2 seconds.
Range: Unlimited (standard).
Duration: Instantaneous.
When you cast this spell, you can immediately sense all nearby magic auras, sorted by the direction to each one, provided you can see their source with your own eyes. The GM will roll against your skill (plus Talent), minus the range penalty to the nearest magical aura, and inform you if you succeed. You can make a follow-up Thaumatology roll (plus Talent) to analyze the aura. An ordinary success tells you to which magic college the effect belongs, and a critical success reveals the exact spell, if you are familiar with it.
In addition, if you Concentrate for two extra seconds immediately after casting this spell, you can scan the area for residual magic auras caused by magic effects used in the past within the area. In that case, the GM uses your previous success roll, but applies time penalties. For the time penalties use Long-Distance Modifiers (p. B241) and substitute “days” for “miles.”
Statistics: Detect (Magic; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Requires gestures, -10%; Requires magic words, -10%; Takes Extra Time 1, -10%; Time-Spanning, Past and Present, Limited by Takes Extra Time 1, +45%; Vision-Based, -20%) [10].
Dispelling Touch
Keywords: Obvious, Resisted (Will or spell).
Full Cost: 13 points.
Casting Roll: Skill.
Components: V, S.
Cost: 1 FP.
Casting Time: 1 second.
Range: Touch.
Duration: Instantaneous.
Attempts to negate every instance of magic affecting the subject. Dispelling Touch does not care if the spell is beneficial or harmful; this spell attempts to counter everything. Casting Dispelling Touch on another magician will remove any Buff spells and such that he’d previously cast upon himself, but does not affect any of his more distant ongoing spells nor his spellcasting ability.
Note how much the sorcerer’s skill roll succeeds by; every spell affecting the subject resists separately with a Quick Contest. Use the spell’s level (if a skill) or the caster’s Will + Talent (if a power); for the latter, the Talent is usually Sorcery Talent or some type of Magery. If the caster of Dispelling Touch wins, the spell dissipates; it may be recast normally.
Dispelling Touch has no effect on instantaneous spells (which don’t stick around) or on the secondary effects of lasting spells (e.g., if a mind-controlled bear has mauled people, their wounds don’t go away). Also, some spells explicitly state that they are unaffected by Dispel Magic; such spells cannot be dispelled by Dispelling Touch as well – they require more powerful countermagic, usually Remove Curse (see GUPRS Thaumatology: Sorcery, p. 21). It also cannot end Truly Permanent effects, such as the magic of enchanted items.
Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Interruption, -50%; Magical, -10%; Requires gestures, -10%; Requires magic words, -10%) [13].
Dispel Magic
Keywords: Area (Fixed), Resisted (Will or spell).
Full Cost (Short-Range): 45 points.
Full Cost (Ranged): 50 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous.
Attempts to negate every instance of magic in a 2-yard-radius hemispherical area. Note how much the caster’s skill roll succeeds by; every spell in the area resists separately with a Quick Contest. Use the spell’s level (if a skill) or the caster’s Will + Talent (if a power); for the latter, the Talent is usually Sorcery Talent or some type of Magery. If the caster of Dispel Magic wins, the spell dissipates; but it may be recast normally. Some spells explicitly state that they are unaffected by Dispel Magic. It also cannot end Truly Permanent effects, such as the magic of enchanted items.
Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Area Effect, 2 yards, +50%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Interruption, -50%; Magical, -10%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Short-Range 1, -10%; Takes Extra Time 1, -10%) [45]. The Ranged version removes Short-Range 1, -10%) [+5].
Keywords: Information.
Full Cost: 1 point.
Casting Roll: Skill.
Components: V, S, M.
Cost: 1 FP.
Casting Time: 10 minutes.
Range: Touch.
Duration: Instantaneous.
The spell determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any).
Material Component: A pearl of at least $50 value crushed and stirred into wine with an owl feather; the infusion must be drunk prior to spellcasting.
Statistics: Detect (Magic Items; Analysis Only, -50%; Analyzing, +100%; Costs Fatigue, 1 FP, -5%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Melee Attack, Reach C, -30%; Requires gestures, -10%; Requires magic words, -10%; Trigger, Material component, -20%) [1].
Antimagic Field
Keywords: Area (Fixed).
Full Cost: 73 points.
Casting Roll: Skill.
Components: V, S.
Cost: 2 FP to cast, 1 FP to maintain.
Casting Time: 2 seconds.
Range: Self.
Duration: Indefinite.
This spell creates a 2-yard-radius hemispherical invisible zone that negates magic. It is centered on the caster and moves with him. It completely prevents all magical powers from affecting anything in the area and prevents the use of magic by anyone in the area. Antimagic Field affects friendly and hostile abilities equally, and the caster himself loses the ability to cast spells, unless he cancels Antimagic Field prematurely with a Ready maneuver.
Antimagic Field only interferes with attempts to affect creatures and objects in the area directly. For instance, a mage could not cast Mental Stun on a creature in the area, but he could cast Poltergeist outside the area to throw rocks at the creature in the area.
Statistics: Rules Exemption (Anti-magic Static can coexist with magical abilities) [1] + Static (Magic; Area Effect, 2 yards, +100%; Costs Fatigue, 2 FP, -10%; Magical, -10%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%; Switchable, +100%; Takes Extra Time 1, -10%) [72].
I think it would make more sense, instead of "Rules Exemption (Anti-magic Static can coexist with magical abilities)", to have an "Improved, +150%" modifier for Static, by analogy with Magic resistance. Static doesn't have this modifier, despite having the same Switchable cost, but that's because the system doesn't want you to ever have static and magical abilities. If you still do, the modifier seems like the way to go.
ReplyDeleteI disagree. Improved, +150% for Magic Resistance not only lets the caster possess both MR and magical abilities, but also does not interfere with beneficial spells cast on him. This is closer to Discriminatory, +150% for Static, which still doesn't allow possessing magic abilities with anti-magic Static. However, GURPS Psionic Powers claims that this restriction is merely thematic and the GM may ignore it (at least it indirectly implies that in the Anti-Psi section). And this Rules Exemption perk has a precedent in GURPS Sorcery: Protection and Warning Spells (Utter Dome).
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