Wednesday, 4 October 2023

Wizardry: Time Spells I

Wizardry: Time Spells I

Technically speaking, GURPS doesn't have the Time College, but I prefer to include it. Two of the time spells were already converted in my Movement spell post, and there are only four left (for now). Haste is a simple buff that increases Basic Speed. I'll leave ATR for a more powerful spell. Longstrider takes a while to cast, but lasts a long time. It simply gives you (and only you) a bonus to Basic Move. Temporal Stasis is... very expensive, unreasonably so. It does have a permanent duration, which is nice, but I had to include the character point cost to bring down the cost from 133 points to 27 points, which is sensible. So, if your character has some Impulse Points, feel free to use this spell! The original spell also had a very expensive material component, but I decided to remove it - imagine wasting an equivalent of 5,000 gp on a failed casting. Time Stop is an iconic D&D spell, I love the result. Maximum Duration often leads to incredibly low costs, but I managed to compensate it partially with Extra Carrying Capacity. As it is right now, it is expensive, but affordable, I like it.

 
    Haste
    Keywords: Buff.
    Full Cost (Self): 16 points for level 1 + 18 points/additional level.
    Full Cost (Touch): 31 points for level 1 + 18 points/additional level.
    Full Cost (Short-Range): 34 points for level 1 + 18 points/additional level.
    Full Cost (Ranged): 39 points for level 1 + 18 points/additional level.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
    Duration: 9 seconds.
 
    You increase the target’s Basic Speed by 1.00, which will also increase the target’s Basic Move and Dodge scores by the same amount.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Haste 1, +180%; Costs Fatigue, 1 FP, -5%; Fixed Duration, +0%; Magical, -10%; Reduced Duration, 1/20, -25%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%) [16]. Additional levels add further Haste to the Advantage enhancement (+180%) [+18]. Notes: Each level of “Haste” is Basic Speed 1.00 (Magical, -10%) [18]. The Touch version removes Accessibility, Self Only, -50% and Requires IQ Roll, -10% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Based on IQ, Own Roll, +20%; Malediction, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+15]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
  
    Longstrider
    Keywords: Buff.
    Full Cost: 12 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 3 FP.
    Casting Time: 10 minutes.
    Range: Self.
    Duration: 5 hours.
 
    This spell increases the caster’s Basic Move by 2.
    Statistics (Self): Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Longstrider, +90%; Costs Fatigue, 3 FP, -15%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Requires gestures, -10%; Requires IQ Roll, -10%; Requires magic words, -10%) [12]. Note: “Longstrider” is Basic Move +2 (Magical, -10%) [9].
  
    Temporal Stasis
    Keywords: Resisted (HT).
    Full Cost: 27 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP + 1 character point.
    Casting Time: 1 second.
    Range: Touch.
    Duration: Permanent.
 
    The victim and his equipment stop in time. Time continues to flow in the rest of the universe, just not for him. He’s frozen in place – in mid-action or even midair. He doesn’t age, breathe, or require sustenance. Injury, disease, and poison halt their progress. He keeps his position in the local frame of reference (usually a planet), but the physical world doesn’t otherwise affect him. He can’t be injured, moved, robbed, etc. This extends to supernatural powers (e.g., his mind is unreadable). Likewise, he’s unaware of the universe and can’t act in any way, not even mentally. This effect is permanent, but it can be dispelled.
    Statistics: Affliction 1 (HT; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Costs one character point, x1/5; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires gestures, -10%; Requires magic words, -10%; Temporal Stasis, +1,000%) [27].
  
    Time Stop
    Keywords: Obvious.
    Full Cost: 55 points.
    Casting Roll: Skill.
    Components: V.
    Cost: 3 FP.
    Casting Time: 10 seconds or less (see text).
    Range: Self.
    Duration: 5d seconds of subjective time.
 
    You exit the time stream along with equipment and anything you’re carrying. To do so, you must concentrate for 10 seconds, and make a skill roll. You may hurry the casting, but your roll will be at -1 per second of concentration omitted (-10 to cast with no preparation at all).
    While outside the time steam, you perceive the world as frozen. You can’t affect it (and vice versa) – only observe and move through it. You can interact with items you brought along; this lets you patch your wounds, reload your guns, and so forth. However, this does not let you attack others in any way. Time passes for you (you tire, grow hungry, age, etc.), but it’s subjective. You cannot enter a zone of antimagic or a no-mana area while outside the time stream.
    You may stay in the timeless realm for a subjective duration of 5d seconds (rolled by the GM in secret) before you automatically return to the normal time stream. Once you come back, your body must adjust to the change – you can't cast this spell again for at least five minutes. You may return to the normal time stream at any moment by making a skill roll.
    Statistics: Jumper (Time Stop; Costs Fatigue, 2 FP, -10%; Extra Carrying Capacity, Extra-Heavy, +50%; Improved, +10%; Magical, 10%; Maximum Duration, Less than 30 seconds, -75%; Requires Magic Words, -10%) [55]. Note: The Improved enhancement removes the auto-fail on 14+. This Jumper variant originally appeared in Designers Notes: GURPS Powers, pyramid.sjgames.com/sample. html?id=5782.


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