Wednesday, 25 October 2023

Wizardry: Enchantment Spells I

Wizardry: Enchantment Spells I

Enchantment means two different things in D&D and GURPS. In D&D, it's a school of magic that controls minds. In GURPS, it's a school of magic that deals with enchanted items and some effects that don't fit anywhere else. Enchant doesn't exist as a spell in D&D, but I have to include it here, as it is crucial. Basically, it's almost identical to the eponymous Sorcery spell, but now is based on the casting skill, not IQ, which is actually beneficial to devoted enchanters. Magic Weapon is completely different from its D&D counterpart - it simply makes the weapon count as magical, which may be useful when circumventing certain limited defenses. Nystul's Magic Aura received a casting time downgrade compared to its D&D version. The effect is the same. Secret Page is a similar spell that changes the contents of one page until a command word is spoken.
  
    Enchant
    Keywords: Obvious.
    Full Cost: 37 points.
    Casting Roll: Skill.
    Components: None.
    Cost: 1 FP + Special.
    Casting Time: Special.
    Range: Touch.
    Duration: Truly Permanent.
 
    See Chapter 3 of GURPS Thaumatology: Sorcery for details on this spell and enchanting items in general. The Enchant spell itself cannot be enchanted into an item!
    Statistics: Affliction 1 (Accessibility, Only to build magical items, -40%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Cumulative, +400%; Extended Duration, Truly Permanent, +300%; Limited Use, 1/day, -40%; Magical, -10%; Melee Attack, Reach C, -30%; Special Enhancements, +1,080%) [36] + Extra Option (Limited access to meditative study for enchanting) [1]. Note: The actual cost of 178 points is divided by five due to this ability being character-point powered.

    Magic Weapon
    Keywords: Weapon Buff.
    Full Cost: 17 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Touch.
    Duration: 3 minutes.
 
    Once cast upon a weapon, this spell causes it to count as a magical weapon for the purpose of Vulnerability and limited defenses.
    Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Magic Weapon, +10%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%, Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [17]. Note: “Magic Weapon” is Magic Touch (Magical, -10%) [1].
  
    Nystul’s Magic Aura
    Keywords: Buff.
    Full Cost: 43 points.
    Casting Roll: Skill.
    Components: V, S, F.
    Cost: 1 FP.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: 6 days.
 
    You alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical, or a magic item of a kind you specify, or the subject of a spell you specify. You could make an ordinary sword register as a sword of fire as far as magical detection is concerned or make a sword of fire register as if it were a sword of frost or even a nonmagical sword.
    If the object bearing Nystul’s magic aura has Identify cast on it or is similarly examined, the examiner recognizes that the aura is false and detects the object’s actual qualities if he succeeds in a Quick Contest of skill against the caster of Nystul’s magic aura. Otherwise, he believes the aura and no amount of testing reveals what the true magic is.
    Focus: A small square of silk that must be passed over the object that receives the aura.
    Statistics: Affliction 1 (HT; Accessibility, Objects only, -10%; Advantage, Nystul’s Magic Aura, +180%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Extended Duration, 3,000x, +140%; Fixed Duration, +0%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires focus, -10%; Requires gestures, -10%; Requires magic words, -10%) [43]. Note: “Nystul’s Magic Aura” is Elastic Skin (Variant; Magical, -10%) [18].
 
    Secret Page
    Keywords: Buff.
    Full Cost: 43 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 3 FP.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Permanent.
 
    Secret Page alters the contents of a page (up to 3 sq. ft. in size) so that they appear to be something entirely different. Thus, a map can be changed to become a treatise on burnishing ebony walking sticks. The text of a spell can be changed to show a ledger page or even another spell. Explosive Runes or Sepia Snake Sigil can be cast upon the secret page.
    You are able to reveal the original contents by speaking a special word. You can then peruse the actual page, and return it to its secret page form at will. You can also remove the spell by double repetition of the special word (this requires a Concentrate maneuver). A Detect Magic spell reveals dim magic on the page in question but does not reveal its true contents. True Seeing reveals the the hidden material.
    Statistics: Affliction 1 (HT; Accessibility, One page only, -70%; Advantage, Secret Page, +220%; Based on IQ, Own Roll, +20%; Cancellation, +10%; Costs Fatigue, 3 FP, -15%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires gestures, -10%; Requires magic words, -10%) [43]. Note: “Secret Page” is Elastic Skin (Variant; Magical, -10%; Selective Effect, +20%) [22].

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