Clerical Spells: Alignment Spells II
More generic clerical spells. Blasphemy/Dictum/Holy Word/Word of Chaos cause Fright Checks. Dispel (Alignment) banishes outsiders. Magic Circle against (Alignment) creates a mobile barrier. Protection from (Alignment) gives a resistance bonus against moral spells.
Blasphemy
Keywords: Area (Fixed).
Full Cost: 30 points for level 1 + 10 points/additional level.
Casting Roll: Skill.
Components: V, DF.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.
You utter a word of evil. Everyone within 10 yards of you must roll a Fright Check. Your victims get +1 per Fright Check after the first within 24 hours, and anyone who succeeds is immune to this spell for an hour. This spell does not affect evil beings – evil outsiders, other creatures with the evil subtype, evil incarnates, and priests of evil deities.
Each additional level of this spell imposes -1 to the Fright Check. For example, with Blasphemy 4, the subjects must make Fright Checks at -3.
Statistics: Terror (Accessibility, Non-evil beings, -10%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Presence, +25%; Requires Holy Symbol, -10%; Requires Magic Words, -10%) [30]. Additional levels add -1 to the Fright Check [+10].
Dictum
Keywords: Area (Fixed).
Full Cost: 30 points for level 1 + 10 points/additional level.
Casting Roll: Skill.
Components: V, DF.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.
You utter a word of law. Everyone within 10 yards of you must roll a Fright Check. Your victims get +1 per Fright Check after the first within 24 hours, and anyone who succeeds is immune to this spell for an hour. This spell does not affect lawful beings – lawful outsiders, other creatures with the lawful subtype, lawful incarnates, and priests of lawful deities.
Each additional level of this spell imposes -1 to the Fright Check. For example, with Dictum 4, the subjects must make Fright Checks at -3.
Statistics: Terror (Accessibility, Non-lawful beings, -10%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Presence, +25%; Requires Holy Symbol, -10%; Requires Magic Words, -10%) [30]. Additional levels add -1 to the Fright Check [+10].
Dispel (Alignment)
Keywords: Resisted (Will).
Full Cost (Touch): 42 points.
Full Cost (Short-Range): 45 points.
Full Cost (Ranged): 50 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 2 FP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous, the subject cannot return for 1 month.
There are four separate version of this spell – Dispel Chaos, Dispel Evil, Dispel Good, and Dispel Law. If the subject fails to resist, they are plane shifted back to their native plane, from where they cannot return for one month. Each version can only affect outsiders of an appropriate alignment. Thus, Dispel Evil can banish evil outsiders, such as devils and demons, Dispel Good can banish celestials, etc.
Statistics: Affliction 1 (Will; Accessibility, Only on a certain ethical category, -60%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 2 FP, -10%; Divine, -10%; Heart Attack, Variant, +300%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires Magic Words, -10%) [42]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
Holy Word
Keywords: Area (Fixed).
Full Cost: 30 points for level 1 + 10 points/additional level.
Casting Roll: Skill.
Components: V, DF.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.
You utter a word of good. Everyone within 10 yards of you must roll a Fright Check. Your victims get +1 per Fright Check after the first within 24 hours, and anyone who succeeds is immune to this spell for an hour. Use the Awe variant table from GURPS Powers, page 85. This spell does not affect good beings – good outsiders, other creatures with the good subtype, good incarnates, and priests of good deities.
Each additional level of this spell imposes -1 to the Fright Check. For example, with Holy Word 4, the subjects must make Fright Checks at -3.
Statistics: Terror (Awe; Accessibility, Non-good beings, -10%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Presence, +25%; Requires Holy Symbol, -10%; Requires Magic Words, -10%) [30]. Additional levels add -1 to the Fright Check [+10].
Magic Circle against (Alignment)
Keywords: Area (Fixed), Resisted (Will).
Full Cost: 25 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP to cast, 1 FP to maintain.
Casting Time: 2 seconds.
Range: Self.
Duration: Indefinite.
You bring into being a mobile, 4-yard-radius, hemispherical energy field that prevents the entrance of creatures of particular alignment. There are four different versions of this spell – Magic Circle against Chaos, Magic Circle against Evil, Magic Circle against Good, and Magic Circle against Law. Thus, Magic Circle against Evil prevents evil beings, such as demons, devils, and priests of evil deities from approaching you, and other versions work against their corresponding alignments. Whenever an appropriate creature enters the area, it must resist with a Quick Contest of Will versus your skill. If you win, then the creature must immediately leave the area. It becomes unable to reenter it for margin of victory seconds. If you lose, the creature may stay within the area for its margin of victory seconds, after which it must roll to resist again.
This spell may be used only defensively, not aggressively. If you move in a way that forces a creature to be in the area of this spell, then the creature does not have to resist until it leaves the area and reenters it again.
Statistics: Affliction 1 (Will; Accessibility, Only specific ethical category, -60%; Area Effect, 4 yards, +100%; Aura, +80%; Based on IQ, Own Roll, +20%; Based on Will, +20%; Costs Fatigue, 1 FP, -5%; Disadvantage, Dread with Cannot Be Trapped, +15%; Divine, -10%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Reduced Duration, 1/60, Only after target leaves the area, -30%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [25].
Protection from (Alignment)
Keywords: Buff.
Full Cost (Self): 9 points.
Full Cost (Touch): 24 points.
Casting Roll: Skill.
Components: V, S, DF.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self – Touch.
Duration: 30 minutes.
There are four separate versions of this spell – Protection from Chaos, Protection from Evil, Protection from Good, and Protection from Law. Protection from Evil gives the subject a +3 bonus to resist any evil supernatural abilities. These include divine abilities granted by evil deities and evil incarnum powers. Other versions of this spell protect against abilities of their corresponding alignments.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Protection from (Alignment), +50%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Requires Gestures, -10%; Requires Holy Symbol, -10%; Requires IQ Roll, -10%; Requires Magic Words, -10%) [9]. Note: “Protection from (Alignment)” is Resistant to (Alignment) Powers (+3) (Divine, +0%) [5]. 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].
Word of Chaos
Keywords: Area (Fixed).
Full Cost: 30 points for level 1 + 10 points/additional level.
Casting Roll: Skill.
Components: V, DF.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.
You utter a word of chaos. Everyone within 10 yards of you must roll a Fright Check. Your victims get +1 per Fright Check after the first within 24 hours, and anyone who succeeds is immune to this spell for an hour. Use the Confusion variant table from GURPS Powers, page 85. This spell does not affect chaotic beings – chaotic outsiders, other creatures with the chaotic subtype, chaotic incarnates, and priests of chaotic deities.
Each additional level of this spell imposes -1 to the Fright Check. For example, with Word of Chaos 4, the subjects must make Fright Checks at -3.
Statistics: Terror (Confusion; Accessibility, Non-chaotic beings, -10%; Based on IQ, Own Roll, +20%; Costs Fatigue, 1 FP, -5%; Divine, -10%; Presence, +25%; Requires Holy Symbol, -10%; Requires Magic Words, -10%) [30]. Additional levels add -1 to the Fright Check [+10].
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