Saturday 20 January 2024

Clerical Spells: Alignment Spells I

Clerical Spells: Alignment Spells I

Divine spellcasters in D&D have access to some generic divine spells that do not really belong to any magic school when converted to GURPS. This is why I separate them into an "Alignment College".

    (Alignment) Weapon
    Keywords: Weapon Buff.
    Full Cost (Touch): 17 points.
    Full Cost (Short-Range): 20 points.
    Full Cost (Ranged): 25 points.
    Casting Roll: Skill.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Touch – Unlimited (-1/yard) – Unlimited (standard)
    Duration: Three minutes.

    This spell makes a weapon morally aligned. There are four separate versions of this spell – Anarchic Weapon, Axiomatic Weapon, Holy Weapon, and Unholy Weapon, for chaos, law, good, and evil, respectively. This enchantment allows the weapon to count as an aligned attack for the purpose of overcoming Damage Resistance with Bane, Vulnerabilities, etc.
    Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Alignment 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]. Notes:Alignment Weapon” is Holy Weapon (Divine, +0%) [1] or its variant for other alignments. Each additional level removes -2 in effect penalties. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].

    Bestow Curse
    Keywords: Resisted (Will).
    Full Cost (Short-Range): 43 points.
    Full Cost (Ranged): 48 points.
    Casting Roll: Skill
    Components: V, S, DF.
    Cost: 1 FP.
    Casting Time: 2 seconds.
    Range: Unlimited (-1/yard) – Unlimited (standard).
    Duration: Permanent.

    You place a curse on the subject. The subject gains the Cursed disadvantage (p. B129). Even though this is not a magical effect, it can be removed with Remove Curse or Break Enchantment.
    Statistics: Affliction 1 (Will; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Cursed, +75%; Divine, -10%; Extended Duration, Permanent, +150%; Malediction 1, +100%; No Signature, +20%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [43]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].

    Bless
    Keywords: Buff.
    Full Cost (Self): 17 points.
    Full Cost (Touch): 32 points.
    Casting Roll: Skill.
    Components: V, S, DF.
    Cost: 2 FP.
    Casting Time: 1 minute.
    Range: Self – Touch.
    Duration: 90 minutes or until discharged.

    This spell lets the subject benefit from a divine blessing. Once during the spell’s duration, the subject may reroll a single bad die roll twice and take the best of the three rolls! He must declare that he is using his Bless immediately after he rolls the dice. Once he or anyone else has made another die roll, it is too late to use Bless. If the GM is rolling in secret (e.g., to see if the subject notices something), the subject may tell him he is using his Bless ahead of time, and he must roll three times and give the subject the best result. This does not require an action and can be done even when it’s not the subject’s turn.
    Bless is a Luck effect – a subject cannot use such effects more than once per game day regardless of the source of the effect.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Bless, +150%; Costs Fatigue, 2 FP, -10%; Divine, -10%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Immediate Preparation Required, 1 minute, -30%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [17]. Note:Bless” is Luck (Divine, +0%; Game Time, +0%) [15]. 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 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+15].

    Chaos Hammer
    Keywords: Missile, Obvious.
    Full Cost: 6 points/level.
    Casting Roll: Skill. Use Innate Attack (Projectile) to hit.
    Components: V, S, DF.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 100 yards.
    Duration: Instantaneous.

    You launch a dark red spinning hammer of chaotic energies that does 1d crushing damage per level. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or have their Move in all mediums reduced to x0.4 for (20 – HT) minutes. This slowdown effect does not affect chaotic creatures, such as slaadi.
    Statistics: Crushing Attack 1d (Costs Fatigue, 1 FP, -5%; Divine, -10%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Side Effect, Slower Move, x0.4, Not against chaotic creatures, +75%) [6/level].

    Detect (Alignment)
    Keywords: Information.
    Full Cost: 18 points.
    Casting Roll: Skill. Use skill for analysis.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 2 seconds.
    Range: Unlimited (standard).
    Duration: Instantaneous.

    There are four separate version of this spell – Detect Chaos, Detect Evil, Detect Good, and Detect Law. The GM rolls against the caster’s skill (plus Talent), applying range penalties to the nearest alignment aura. The caster may exclude any specific alignment aura he wishes. Success reveals the exact location of the creature, object, or effect that emanated the aura, allowing follow-up spells to be cast on it.
    If the detection roll is successful, the GM makes a second roll against the better of the caster’s skill. Talent applies here but range penalties do not. Success reveals what the alignment aura is, if the caster is familiar with it, or gives a more vague description, if the caster is not familiar with it.
    The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it.
    Statistics: Detect (Alignment; Based on IQ, Own Roll, +20%; Blockable, -20%; Costs Fatigue, 1 FP, -5%; Magical, -10%; Precise, +100%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Effect, +20%; Takes Extra Time 1, -10%) [18].





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