Tuesday, 21 November 2023

Wizardry: Enchantment Spells II

Wizardry: Enchantment Spells II

The enchantment college in GURPS has some spells that do not fit anywhere else, such as Wish. How do you make a D&D Wish/Limited Wish/Miracle in GURPS? I thought a lot about it - you could go with Super Luck, Wild Talent, Cosmic Power, and even Ultrapower. The latter seems to be the most appropriate option to me. However, I just don't want to have to deal with such spells in my games, so I will simply ignore them, at least for now. There was another D&D spell that I assigned to the enchantment college - Magic Vestment. I will ignore it for now, as armor buffing is something I want to explore in more detail later, and I will probably change the spell. But anyway, what's left? Sepia Snake Sigil creates something like a magical trap that is triggered by reading. If you fail to resist, you enter a state of suspended animation for several days. Spellstaff became a completely different spell - now it grants a staff a perk to let it use some cool staff rules from GURPS Magic. Simulacrum animates a duplicate of another creature. Golem animates a golem, obviously. This isn't a D&D spell, but I might as well include it, as it is very similar to Simulacrum.
 
    Sepia Snake Sigil
    Keywords: Resisted (Will).
    Full Cost: 45 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 10 minutes.
    Range: 1 yard.
    Duration: Permanent or until discharged, then 1d+2 days.
 
    When you cast Sepia Snake Sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided the reader is within one yard. Note down your margin of success.
    Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. If a subject triggers the spell, he must resist by rolling against Will at a penalty equal to your margin of success. If successfully resisted, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the resistance roll fails, the subject is engulfed in a shimmering amber field of force and immobilized until released, either at the caster’s command (a Concentrate maneuver) or when 1d+2 days have elapsed.
    While trapped in the amber field of force, the subject does not age, breathe, grow hungry, or sleep. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a bleeding subject does not lose HP or become stable until the spell ends.
    The hidden sigil cannot be detected by normal observation, and Detect Magic reveals only that the entire text is magical. Another creature can remove the sigil with a successful Dispel Magic or Erase spell, but erasing the sigil also erases the entire page of text.
    Statistics: Affliction 1 (Will; Accessibility, Only on text, -50%; Based on Will, +20%; Based on IQ, Own Roll, +20%; Cancellation, +10%; Costs Fatigue, 2 FP, -10%; Extended Duration, 3,000x, +140%; Immediate Preparation Required, 10 minutes, -45%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach 1, -25%; No Signature, +20%; Paralysis, Variant, +150%; Triggered Delay, Reading, +50%; Requires Gestures, -10%; Requires Magic Words, -10%) [45].
   
    Simulacrum
    Keywords: None.
    Full Cost: 32 points.
    Casting Roll: Skill.
    Components: V, S, M.
    Cost: 1 FP.
    Casting Time: 1 minute.
    Range: Touch.
    Duration: Indefinite, see text.
 
    Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original. The simulacrum must be prepared for a specific target; some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice). An appropriate spell or Artist (Sculpting) skill roll at -10 is necessary to achieve a good likeness – the caster need not do this himself. The simulacrum, once enchanted, appears identical to the target (including such details as eye color and skin tone) through a sort of always-on illusion disguise. At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner.
    Consult Construct Crafting for simulacra templates and lenses, and rules for their creation. Regardless of the type of simulacrum you create with this spell, its point total must not be higher than 75% of your point value. Simulacra with point totals of 0 or lower are considered to have a point total of 1 point for this purpose.
    If the simulacrum is destroyed, the caster must wait a full day to animate a replacement. However, the caster can also dismiss the animating spirit by touching the simulacrum as a free action. In this case, he may begin animating a replacement five minutes later.
    If this spell is taken as a learned spell (i.e. as part of an alternative abilities array), then it can be maintained indefinitely for free, even if the caster is unconscious. However, once you switch to a different spell, the animated simulacrum becomes inert, but it will reanimate when you switch back to Simulacrum. Most casters try to purchase this spell for its full cost to have it constantly active and be able to cast other spells. If this spell was cast via hardcore improvisation, then it lasts for one minute.
    Material Component: Powdered ruby worth $60 per HP of the simulacrum to be created.
    StatisticsAlly (Simulacrum; Built on 75%; Constantly, no roll required; Adjustable, Simulacra, Cannot provide information, +100%; Conjured, +100%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Minion, +50%; Requires a body, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [32]. Note: As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast and requiring an expensive material component.
 
    Spellstaff
    Keywords: Buff.
    Full Cost: 20 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 8 hours.
    Range: Touch.
    Duration: Permanent.
 
    A staff enchanted with this spell can be used to deliver touch spells. Ranged spells cast through the enchanted staff calculate range penalties from the end of the staff in the caster’s hands, not from the caster himself.
    Statistics: Affliction 1 (HT; Accessibility, Staves only, -40%; Advantage, Spellstaff, +10%; Based on IQ, Own Roll, +20%; Costs Fatigue, 2 FP, -10%; Extended Duration, Permanent, +150%; Immediate Preparation Required, 8 hours, -90%; Magical, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [20]. Note: “Spellstaff” is Magic Staff (Magical, -10%) [1].
 
 
    Golem
    Keywords: None.
    Full Cost: 52 points.
    Casting Roll: Skill.
    Components: V, S, M.
    Cost: 1 FP.
    Casting Time: 1 minute.
    Range: Touch.
    Duration: Indefinite, see text.
 
    This spell animates a golem. At all times the golem remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner.
    The golem’s body must be prepared in advance. Consult Construct Crafting for golem templates and lenses, and rules for their creation. Regardless of the type of golem you create with this spell, its point total must not be higher than 100% of your point value. Golems with point totals of 0 or lower are considered to have a point total of 1 point for this purpose.
    If the golem is destroyed, the caster must wait a full day to animate a replacement. However, the caster can also dismiss the animating spirit by touching the golem as a free action. In this case, he may begin animating a replacement five minutes later.
    If this spell is taken as a learned spell (i.e. as part of an alternative abilities array), then it can be maintained indefinitely for free, even if the caster is unconscious. However, once you switch to a different spell, the animated golem becomes inert, but it will reanimate when you switch back to Golem. Most casters try to purchase this spell for its full cost to have it constantly active and be able to cast other spells. If this spell was cast via hardcore improvisation, then it lasts for one minute.
    Material Component: Powdered ruby worth $60 per HP of the golem to be created.
    Statistics: Ally (Golem; Built on 100%; Constantly, no roll required; Adjustable, Golems, Cannot provide information, +100%; Conjured, +100%; Immediate Preparation Required, 1 minute, -30%; Magical, -10%; Minion, +50%; Requires a body, -20%; Requires Gestures, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [52]. Note: As a special effect, this spell breaks sorcery rules by allowing free maintenance, but this is offset by imposing a FP cost to cast and requiring an expensive material component.
 

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