Tuesday 9 January 2024

Druidic Spells: Elemental Spells

Druidic Spells: Elemental Spells

Arcane magic is different from divine and nature magic. To make it easier to make druid characters, I decided to compile the elemental (for now, only Air, Earth, and Water spells, even though some Fire spells are appropriate for druids) spells that I converted before into a single post. All costs and mechanics were adjusted - replacing the Magical, -10% power modifier with Nature, -20%, and removing power skills. There are no new spells here, but the follow-up posts will tackle the Animal, Plant, and Weather colleges.

 
    Air Walk
    Keywords: Buff.
    Full Cost (Self): 18 points.
    Full Cost (Touch): 30 points.
    Casting Roll: Will.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 4 seconds.
    Range: Self – Touch.
    Duration: 30 minutes.
 
    Air, smoke, and other gases are like solid ground beneath subject’s feet, allowing him to walk up and down “invisible stairs” at his ground Move. This won’t work in a vacuum – there has to be some kind of air present. If the subject gets knocked down or slips, he falls! The subject may attempt one DX roll per second of falling. If he succeeds, he stops in thin air, unharmed. Otherwise, he hits the ground for normal falling damage (see Falling, p. B431).
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Air Walk, +160%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Nature, -20%; Requires Gestures, -10%; Requires Will Roll, -5%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [18]. Note: “Air Walk” is Walk on Air (Nature, -20%) [16]. The Touch version removes Accessibility, Self Only, -50% and Requires Will Roll, -5% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+12].
 
    Bind Elemental
    Keywords: None.
    Full Cost: 31 points.
    Full Cost (Lesser): 11 points.
    Full Cost (Greater): 90 points.
    Casting Roll: Will, rolled as a Quick Contest against the summoned being’s Will.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 10 minutes.
    Casting Time (Lesser): 10 minutes.
    Casting Time (Greater): 1 hour.
    Range: 10 yards.
    Duration: Hours equal to margin of victory on Quick Contest of Will.
 
    Each time you cast this, you summon an elemental (worth 75% or less of your point value) of a specific type. This type is chosen when you learn this spell. Thus, Bind Fire Elemental and Bind Water Elemental are two different spells. The GM will create this being, but you can request one that meets broad criteria. Alternatively, if you know a specific being you want to call, you can summon it (although if you do not have its True Name or some equally significant identifier, you are at -5 on the casting roll). A penalty applies based on the planar “distance”: There is no distance penalty for creatures that are currently on the same plane of existence. Adjacent dimensions impose -5, increasing by -5 for every intervening dimension. The Prime Material Plane is considered adjacent to the Ethereal Plane, and the Ethereal Plane is adjacent to the Inner Planes, where most of the elementals come from. Thus, preparations that mitigate the penalty usually are required.
    The summoning itself requires 10 minutes of preparation and ritual. At the end of the casting, you must pay 2 FP and make a Quick Contest of Will against the elemental to force it to appear. If you are victorious, the elemental arrives. It then makes a reaction roll. On Poor or worse, treat it as an Unwilling Ally – it will obey you, but try to subvert your commands or otherwise act against your interests. If the reaction is Neutral or better, it will serve you reasonably faithfully.
    You can also summon elementals to answer questions. Treat this as a Contact Group with an appropriate knowledge category, an effective skill of 18, and a reliability that depends on the reaction roll: Unreliable for Poor or less, Somewhat Reliable on a Neutral reaction, Usually Reliable for Good, and Completely Reliable for Very Good or Excellent reactions.
    Unlike most spells with a duration, this spell must be maintained; thus, unless you can cast simultaneous spells, using another spell will immediately dismiss the summoned being. However, there is no FP cost to maintain this spell, only to cast it. A summoned being is vulnerable to being dispelled, banished, or warded off with occult techniques. If it is killed, you must wait 24 hours before using this spell again; if dismissed, you must wait five minutes.
    Two other versions of this spell summon beings of different potency. Bind Lesser Elemental calls forth an elemental worth up to 25% of your point value. Bind Greater Elemental calls an elemental worth up to 150% of your point value, and requires one hour to cast. Treat creatures summoned with the Lesser version as having an effective skill of 12, while Greater Planar Summons provides effective skill 21.
    Statistics: Ally (A type of elemental; Built on 75%; Constantly; Adjustable, Can provide information, +100%; Conjured, +100%; Immediate Preparation Required, 10 minutes, -45%; Maximum Duration, hours equal to margin of victory, -5%; Nature, -20%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Requires Quick Contest of Will vs. Will, -15%; Special Abilities, +50%) [31]. Bind Lesser Elemental has Ally, built on 25%. Bind Greater Elemental is built on 150%, and increases Immediate Preparation Required to 1 hour, -75%. Notes: The Maximum Duration limitation is priced based on Maximum Duration, 12 hours. As a special effect, this spell breaks rules by allowing free maintenance, but this is offset by imposing a FP cost to cast and dimensional “range” penalties.
 
    Control Water
    Keywords: None.
    Full Cost: 14 points for level 1 + 6 points/additional level.
    Casting Roll: IQ.
    Components: V, S.
    Cost: 2 FP to cast, 1 FP to maintain.
    Casting Time: 1 second.
    Range: 100 yards.
    Duration: Indefinite.
 
    You can shape and move a particular mass of liquid water. You can affect up to 10 x (level squared) lbs. of water in the form of a single amorphous mass.
    After establishing control, you can reshape the target. You can also force it to flow (even uphill) at Move 1, but you can’t lift it into the air! It can’t cause direct damage, but creative use of it can inflict -1 to combat and other skills.
    Statistics: Control Liquid Water 1 (Costs Fatigue, 2 FP, -10%; Nature, -20%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%) [14]. Additional levels add Control Liquid Water (Costs Fatigue, 2 FP, -10%; Nature, -20%; Only increases the affected mass, -50%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [6/level]. Note: As this is one advantage (Control Liquid Water) with the Costs Fatigue limitation, not two, it costs only 2 FP to use.
 
    Control Winds
    Keywords: Area (Special).
    Full Cost: 44 points for level 1 + 36 points/additional level.
    Casting Roll: IQ.
    Components: V, S.
    Cost: 2 FP to cast, 1 FP to maintain.
    Casting Time: 4 seconds.
    Range: Self.
    Duration: Indefinite.
 
    You can change the strength and direction of wind within the 0.1-mile-radius area around you. Every level of this spell gives -1 or +1 to rolls that could be hindered or helped by wind, relative to the prevailing conditions. This can help with rolls for Boating, Seamanship, Survival and anything the GM allows.
    Statistics: Control Winds 1 (Costs Fatigue, 2 FP, -10%; Natural Phenomenon, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [20] + Control Winds +2 (Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Natural Phenomenon, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [24]. Additional levels add Control Winds +3 (Costs Fatigue, 2 FP, -10%; Does not increase area of effect, -50%; Natural Phenomenon, +100%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [36/level]. Note: As this is one advantage (Control Winds) with the Costs Fatigue, 2 FP limitation, not two, it costs only 2 FP to use.
 
    Create Water
    Keywords: None.
    Full Cost: 4.5 points/level.
    Casting Roll: IQ.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 10 yards.
    Duration: Instantaneous.
 
    This spell allows you to create pure water. Success means the water coalesces in hand or within range (for example, within a flask standing within 10 yards, but not inside a living being). Critical failure means the creation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
    The produced water can weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on.
    Statistics: Create Water (Nature, -20%; Ranged, +40%; Reduced Fatigue Cost 1, +20%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [4.5/level].
 
    Earthquake
    Keywords: Area (Fixed).
    Full Cost: 61 points.
    Casting Roll: IQ.
    Components: V, S.
    Cost: 3 FP.
    Casting Time: 4 seconds.
    Range: Self.
    Duration: 10 seconds.
 
    When you cast Earthquake, an intense but highly localized tremor rips the ground. Everyone within 0.2 miles must make a DX+4 roll every second to avoid falling down, and any physical action that requires a roll is at -2. Every building or tunnel in the area must roll against HT-2 or suffer minor damage (e.g., cracks); on a critical failure, the structure collapses.
    Statistics: Control Tremors 2 (Accessibility, Only to cause earthquakes, -20%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 3 FP, -15%; Natural Phenomena, +100%; Nature, -20%; Persistent, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [27] + Control Tremors 4 (Accessibility, Only to cause earthquakes, -20%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 3 FP, -15%; Does not increase area of effect, -50%; Natural Phenomena, +100%; Nature, -20%; Persistent, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [34].

 
    Fetch Elemental
    Keywords: None.
    Full Cost: 6 points.
    Full Cost (Lesser): 2 points.
    Full Cost (Greater): 15 points.
    Casting Roll: Will, rolled as a Quick Contest against the summoned being’s Will.
    Components: V, S.
    Cost: 2 FP + 1 character point or more; see text.
    Casting Time: 10 minutes.
    Casting Time (Lesser): 10 minutes.
    Casting Time (Greater): 1 hour.
    Range: 10 yards.
    Duration: Instantaneous.
 
    Each time you cast this, you summon an elemental (worth 75% or less of your point value) of a particular type, chosen when learning this spell. Thus, Fetch Fire Elemental and Fetch Water Elemental are two different spells. The GM will create this being, but you can request one that meets broad criteria. You cannot summon a specific being. A penalty applies based on the planar “distance”: There is no distance penalty for creatures that are currently on the same plane of existence. Adjacent dimensions impose -5, increasing by -5 for every intervening dimension. The Prime Material Plane is considered adjacent to the Ethereal Plane, and the Ethereal Plane is adjacent to the Inner Planes, where most of the elementals come from. Thus, preparations that mitigate the penalty usually are required.
    The summoning itself requires 10 minutes of preparation and ritual. At the end of the casting, you must pay 2 FP and make the casting roll. If the roll is successful, you must also pay a certain number of unspent character points to force the elemental to appear. This summoned entity then becomes a free-willed, permanent resident of the summoner’s world, not his Ally, but on a Good or better reaction, it will grant its summoner a minor favor or service before departing.
    Consult the following table to determine how many character points you must spend. “Point Total” is the summoned being’s point total expressed as a percentage of your starting points; “Cost” is the number of character points required. If the summoned being’s point total falls between two percentages, use the higher.

Point Total

Cost

15%

1 point

25%

2 points

50%

4 points

75%

5 points

100%

8 points

150%

16 points

    Two other versions of this spell summon beings of different potency. Fetch Lesser Elemental calls forth an outsider worth up to 25% of your point value. Fetch Greater Elemental calls an outsider worth up to 150% of your point value, and requires one hour to cast.
    Statistics: Ally (A type of elemental; Built on 75%; Constantly; Adjustable, +50%; Character point-powered, x1/5; Conjured, +100%; Immediate Preparation Required, 10 minutes, -45%; Nature, -20%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Requires Quick Contest of Will, -15%; Special Abilities, +50%) [6]. Fetch Lesser Elemental has Ally, built on 25%. Fetch Greater Elemental is built on 150%, and increases Immediate Preparation Required to 1 hour, -75%.
 

    Flesh to Stone
    Keywords: Resisted (HT).
    Full Cost: 55 points.
    Casting Roll: Will.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: Unlimited (standard).
    Duration: Permanent.
 
    The subject, along with all its carried gear, turns into a mindless, inert statue. If the statue resulting from this spell is broken or damaged, the subject (if ever returned to its original state) has similar damage or deformities. The creature is not dead, but it does not seem to be alive either when viewed with spells such as deathwatch. Only creatures made of flesh are affected by this spell. This cannot be undone via Dispel Magic; countering it requires Remove Curse or the equivalent of Stone to Flesh.
    Statistics: Affliction 1 (HT; Accessibility, Only on creatures made of flesh, -10%; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 2 FP, -10%; Extended Duration, Permanent, +150%; Malediction 2, +150%; Nature, -20%; No Signature, +20%; Paralysis, Variant, +150%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [55].
 
    Fog Cloud
    Keywords: Area (Leveled).
    Full Cost: 28 points for level 1 + 7 points/additional level.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 50 yards.
    Duration: 15 minutes.
 
    A bank of fog billows out from the point you designate. The fog obscures normal sight, imposing a -7 penalty to Vision rolls and Vision-based tasks. The area of effect drifts with the wind, but any wind more forceful than a light breeze disperses it.
    Fire attacks become weaker in fog. Flaming weapons and missiles lose their extra power in fog. Scorching Rays and similar fire missile effects lose 1 point of damage per yard of fog they must traverse. Fire explosions treat each yard of fog as two yards of distance from the blast for the purpose of damage. However, no amount of fog will extinguish a fire.
    Statistics: Obscure 7 (Vision; Costs Fatigue, 1 FP, -5%; Drifting, +20%; Extended Duration, 100x, +80%; Nature, -20%; Ranged, +50%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [28]. Further levels add Area Effect (+50%) [+7/level].
 
    Gaseous Form
    Keywords: Buff.
    Full Cost (Self): 29 points.
    Full Cost (Touch): 41 points.
    Casting Roll: Will.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 second.
    Range: Self – Touch.
    Duration: 3 minutes.
 
    The subject gains the Gaseous Form meta-trait; see the footnote below for details. Clothing and gear weighing no more than his BL change with him.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Gaseous Form, +290%; Costs Fatigue, 2 FP, -10%; Fixed Duration, +0%; Nature, -20%; Requires Gestures, -10%; Requires Will Roll, -5%; Requires Magic Words, -10%) [29]. Note: “Gaseous Form” is Alternate Form (Gaseous Form; Can Carry Objects, No Encumbrance, +10%; Nature, -20%) [29]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so. The Touch version removes Accessibility, Self Only, -50% and Requires Will Roll, -5% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+12].
    * A meta-trait: ST 0 [-100]; HP+10 [20]; Doesn’t Breathe [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse; No Eyes) [105]; Mute [-25]; No Legs (Aerial) [0]; No Manipulators [-50]; Vulnerability (Vacuum and wind-based attacks x2) [-20]; and Taboo Trait (Fixed ST) [0]. 16 points.
 
    Gust of Wind
    Keywords: Cone, Obvious.
    Full Cost: 6 points/level.
    Casting Roll: None. Use Innate Attack (Beam) to hit.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 10 yards.
    Duration: Instantaneous.
 
    This spell creates a severe blast of air (approximately 50 mph) that originates from you. This gust does 1d crushing damage per level, doubled, for the purposes of knockback only, and has a 1/2D range of 5 yards. It can also snuff out candles, sweep the floor, and so on. Against enemies with Injury Tolerance (Diffuse), such as gaseous beings and swarms, this becomes a much more potent attack, doing full damage – including the doubling! Ignore the usual injury cap of 2 HP (Injury to Unliving, Homogenous, and Diffuse Targets, p. B380).
    This is a 1-yard-wide cone attack that uses the rules for Cone Attacks (p. B413). On the battle map, it is a 1x10 row of hexes. This cone is too tight to affect many targets, but gets better chances to hit. The caster targets a hex right in front of him, at +4, and the cone extends out from there. It is possible to make the cone wider by using the All-Out Attack (Cone) maneuver (GURPS Dungeon Fantasy Monsters 4: Dragons, p. 10).
    Even though a one-hex creature is big enough to block the cone, everyone in the hex where the cone stops is fully affected. If a cone passes between two adjacent creatures, then both are hit. The cone cannot be parried or blocked, but it can be dodged by diving for cover or retreating out of the affected area. If a creature does that, then those behind it may get affected by the cone normally.
    Statistics: Crushing Attack 1d (Cone 1, +60%; Cosmic, Does knockback-based damage against diffuse targets, +50%; Costs Fatigue, 1 FP, -5%; Double Knockback, +20%; Increased 1/2D, 5x, +10%; Nature, -20%; No Blunt Trauma, 20%; No Wounding, Except against diffuse targets, 25%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [6/level].
 
    Horrid Wilting
    Keywords: Resisted (HT).
    Full Cost (Touch): 19 points.
    Full Cost (Short-Range): 22 points.
    Full Cost (Ranged): 27 points.
    Casting Roll: Will.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
    Duration: Instantaneous.
 
    If the victim fails to resist, he takes 1d fatigue damage, as water is being removed from the tissues of his body. Treat FP lost to the spell identically to FP lost to dehydration (p. B426). Thus, the lost FP can only be recovered after a day of rest with ample water supplies.
    Statistics: Fatigue Attack 1d (Based on HT, +20%; Costs Fatigue, 1 FP, -5%; Dehydration, +20%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Nature, -20%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%) [19]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
    Imprisonment
    Keywords: Resisted (Will).
    Full Cost: 49 points.
    Casting Roll: Will.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 second.
    Range: Touch.
    Duration: Permanent.
 
    When you cast Imprisonment and touch a creature that is touching the ground, it is entombed in a state of suspended animation in a small sphere far beneath the surface of the earth. The subject remains there unless a Remove Curse or Break Enchantment spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a Locate Object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but Discern Location does.
    Statistics: Affliction 1 (Will; Based on Will, +20%; Cosmic, Immune to Dispel Magic, +50%; Costs Fatigue, 2 FP, -10%; Environmental, Ground, -20%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Nature, -20%; No Signature, +20%; Paralysis, Variant, +150%; Requires Gestures, -10%; Requires Magic Words, -10%) [49].
 
    Meld into Stone
    Keywords: None.
    Full Cost: 50 points.
    Casting Roll: None.
    Components: V, S.
    Cost: 3 FP to cast, 1 FP to maintain.
    Casting Time: 4 seconds.
    Range: Self.
    Duration: Indefinite.
 
    You can meld into stone, like a dryad merging with her tree. This works only on discrete objects – a rock (not a planet), etc. Nothing that goes on outside the stone can be seen, but you can still hear what happens around you. If any part of the stone is in contact with air, you can breathe. Take a Ready maneuver to exit the object through the surface you used to enter it. If the object takes damage, it affects you proportionally; e.g., 10 HP of injury to a 100 HP rock results in a 1 HP wound for a 10 HP man. Being part of something larger than you also blunts Afflictions: add the difference between its SM and yours to your resistance roll. If you have attacks that affect those touching or standing near you, like Emanations, they’re “spread thin” if you merge with a large object: scale down damage in proportion to HP (to 1/10 normal, in the above example), and add the difference between the object’s SM and your own to rolls to resist your Afflictions.
    You carry objects, including clothing and armor, up to your Light Encumbrance, when you meld. If dropped, they “pop” into open space at the point where you entered the object. You cannot leave things inside solid matter!
    Statistics: Permeation (Stone; Can Carry Objects, Light, +20%; Costs Fatigue, 3 FP, -15%; Meld 1, +150%; Nature, -20%; Nuisance Effect, Can only exit from the same spot, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%; Temporary Disadvantage, Blindness, -50%) [50].
 

    Move Earth
    Keywords: None.
    Full Cost: 3 points/level.
    Casting Roll: IQ.
    Components: V, S.
    Cost: 2 FP to cast, 1 FP to maintain.
    Casting Time: 10 minutes.
    Range: 100 yards.
    Duration: Indefinite.
 
    Move Earth moves dirt (clay, loam, sand), possibly collapsing embankments, moving hillocks, shifting dunes, and so forth. However, in no event can rock formations be collapsed or moved. You can affect up to 10 x (level squared) lbs. of dirt in the form of a single object or amorphous mass. For example, Move Earth 3 would let you affect 90 lbs. of dirt. You must concentrate constantly to maintain this spell.
    Each hex with a depth of 1 foot has a volume of 7.8 ft3. For more precise calculations, here are the densities of various forms of dirt:

Material

Density

Mass of a 1-foot-deep hex

Dirt

76 lb./ft3 or 1220 kg/m3

593 lbs.

Sand

100 lb./ft3 or 1600 kg/m3

780 lbs.

Loam

80 lb./ft3 or 1280 kg/m3

624 lbs.

    This spell does not violently break the surface of the ground. Instead, it creates wavelike crests and troughs, with the earth reacting with glacierlike fluidity until the desired result is achieved. Trees, structures, rock formations, and such are mostly unaffected except for changes in elevation and relative topography.
    The spell cannot be used for tunneling and is generally too slow to trap or bury creatures, as the earth moves at Move 1. Its primary use is for digging or filling moats or for adjusting terrain contours before a battle. This spell has no effect on earth creatures.
    Statistics: Control Dirt 1 (Accessibility, Only movement, -20%; Accessibility, Only up to 10 feet deep, -5%; Costs Fatigue, 2 FP, -10%; Immediate Preparation Required, 10 minutes, -45%; Nature, -20%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%) [3]. Additional levels add Control Dirt +1 (Accessibility, Only movement, -20%; Accessibility, Only up to 10 feet deep, -5%; Costs Fatigue, 2 FP, -10%; Immediate Preparation Required, 10 minutes, -45%; Lift Only, -20%; Nature, -20%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%) [+3/level].
 

    Obscuring Mist
    Keywords: Area (Leveled).
    Full Cost: 17 points for level 1 + 7 points/additional level.
    Casting Roll: None.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Self.
    Duration: 10 seconds.
 
    A bank of fog appears around you. The fog obscures normal sight, imposing a -7 penalty to Vision rolls and Vision-based tasks. The effect does not move with you, but drifts with the wind, and any wind more forceful than a light breeze disperses it.
    Fire attacks become weaker in fog. Flaming weapons and missiles lose their extra power in fog. Scorching Rays and similar fire missile effects lose 1 point of damage per yard of fog they must traverse. Fire explosions treat each yard of fog as two yards of distance from the blast for the purpose of damage. However, no amount of fog will extinguish a fire.
    Statistics: Obscure 7 (Vision; Costs Fatigue, 1 FP, -5%; Drifting, +20%; Nature, -20%; Persistent, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [17]. Further levels add Area Effect (+50%) [+7/level].
 
    Purify Water
    Keywords: None.
    Full Cost: 1 points/level.
    Casting Roll: IQ.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Touch.
    Duration: Instantaneous.
 
    This spell removes all impurities from water, rendering it drinkable. Purification costs 1 FP per use. The caster can purify an amount of water weighing up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on.
    Statistics: Create (Accessibility, Only to transform into drinkable water, -20%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Transmute Water to Water, +50%; Transmutation Only, -100%) [1/level].
 

    Repel Stone
    Keywords: Area (Leveled).
    Full Cost: 20 points for level 1 + 12.5 points/additional level* (or more).
    Casting Roll: None.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 second.
    Range: Self.
    Duration: 10 seconds.
 
    An invisible, mobile field surrounds you and prevents stone creatures and objects from approaching you. The force can move any stone object it has strength enough to lift, at a Move equal to your Repel Stone ST, modified as usual for encumbrance level (see Encumbrance and Move, p. B17).
    Repel Stone can only move things directly from you. It simply causes objects to move until they’re in contact with the border of the spell’s area, whereupon they are free to move or they’re held there against a hard obstacle with the spell’s telekinetic ST until the duration runs out. Objects and creatures can only move or be moved in the opposite direction if the mover wins a Quick Contest of his ST or TK level against your Repel Stone ST.
    The field produces a hum that makes it easy to detect the spell’s effect (base Hearing range of 4 yards), and gives the caster a -1 to Hearing.
    The basic version of this spell has ST 5. For an additional +100% to cost (including any increased area), rounded up, the ST can be upgraded to 10 or more. This is summarized in the table below.

Repulsion ST

2 yards

4 yards

8 yards

16 yards

32 yards

64 yards

128 yards

5

20 points

33 points

45 points

58 points

70 points

83 points

95 points

10

40 points

53 points

65 points

78 points

90 points

103 points

115 points

15

60 points

73 points

85 points

98 points

110 points

123 points

135 points

20

80 points

93 points

105 points

118 points

130 points

143 points

155 points

    Statistics: Telekinesis 5 (Accessibility, Stone only, -20%; Area Effect, 2 yards, +50%; Costs Fatigue, 2 FP, -10%; Emanation, -20%; Independent, +40%; Nature, -20%; Nuisance Effect, Hum, -5%; Persistent, +40%; Repulsion, -60%; Requires Gestures, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [20]. Additional levels add more Area Effect (+50%) to the advantage [+12.5*].
    * Calculate the total cost, then round up.
 

    Solid Fog
    Keywords: Area (Leveled).
    Full Cost: 40 points for level 1 + 7 points/additional level.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 50 yards.
    Duration: 5 minutes.
 
    A bank of fog billows out from the point you designate. The fog obscures normal sight, imposing a -7 penalty to Vision rolls and Vision-based tasks. The area of effect drifts with the wind.
    In addition to obscuring sight, the fog is so thick, that moving through each hex of it requires one extra movement point. Falling creatures decelerate by one yard per second per yard of fog. Melee weapon attacks are made at -1 for every yard of maximum reach; Reach C weapons are unpenalized. Thrusting weapons do -1 damage per two yards of maximum reach. Swung weapons do -1 damage per die per two yards of maximum reach. Ranged attacks deal -1 damage per yard of fog.
    Fire attacks become weaker in fog. Flaming weapons and missiles lose their extra power in fog. Scorching Rays and similar fire missile effects lose 1 point of damage per yard of fog they must traverse. Fire explosions treat each yard of fog as two yards of distance from the blast for the purpose of damage. However, no amount of fog will extinguish a fire.
    Statistics: Obscure 7 (Vision; Cosmic, Impedes Movement, +100%; Costs Fatigue, 1 FP, -5%; Drifting, +20%; Extended Duration, 30x, +60%; Nature, -20%; Ranged, +50%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Variable, Area, +5%) [40]. Further levels add Area Effect (+50%) [+7/level].
 
    Spike Stones
    Keywords: Area (Fixed).
    Full Cost: 42 points.
    Casting Roll: IQ.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 10 yards.
    Duration: 10 seconds.
 
    Rocky ground, stone floors, and similar surfaces shape themselves into long, sharp points. Spike Stones count as bad terrain (+1 movement point/hex, bad footing penalties). This affects a 4-yard-radius area. Anyone who steps on the spikes takes thr-3 impaling damage to one of his feet, based on his ST. Anyone falling or colliding with the spiked surfaces takes impaling damage from the fall or collision.
    Statistics: Control Ground Friction 2 (Accessibility, Only to increase friction, -25%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 1 FP, -5%; Environmental, Rocky surfaces, -20%; Nature, -20%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [15] + Control Ground Friction 2 (Accessibility, Only to increase friction, -25%; Cannot concentrate to extend duration, -10%; Costs Fatigue, 1 FP, -5%; Environmental, Rocky surfaces, -20%; Nature, -20%; Only to increase area, -50%; Persistent, +40%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%) [6] + Natural Weapon (Impaling; Area Effect, 4 yards, +100%; Cannot Parry, -40%; Environmental, Rocky surfaces, -20%; Increased 1/2D, 5x, +10%; Intangible, +50%; Nature, -20%; Non-Muscle-Powered Range, +10%; Persistent, +40%; Ranged, +100%; Reduced Damage, -3, -45%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Magic Words, -10%; Resilient, Unbreakable, +40%; Reversed ST, +0%; Single, -20%) [21].
 
    Statue
    Keywords: Buff.
    Full Cost (Self): 84 points.
    Full Cost (Touch): 96 points.
    Casting Roll: Will.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: Self – Touch.
    Duration: 5 hours.
 
    The subject along with all his equipment up to his Medium encumbrance is turned into an immobile statue. He gains a variant of the Body of Stone meta-trait; see the footnote below for details. The subject of a Statue spell can return to its normal state, act, and then return instantly to the statue state (a Ready maneuver) if it so desires, as long as the spell duration is in effect.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Statue, +770%; Costs Fatigue, 2 FP, -10%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Nature, -20%; Requires Gestures, -10%; Requires Will Roll, -5%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [84]. Note: “Statue” is Alternate Form (Statue*; Can Carry Objects, Medium Encumbrance, +50%; Nature, -20%; Reduced Time 4, +80%) [32+45]. The Touch version removes Accessibility, Self Only, -50% and Requires Will Roll, -5% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+12].
* A variant of the Body of Stone meta-trait from p. 262 of GURPS Basic Set: Doesn’t Breathe [20]; Doesn’t Eat or Drink [10]; DR 5 [25]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Numb [-20]; Pressure Support 3 [15]; Quadriplegic [-80]; Sealed [15]; Vacuum Support [5]; and Fragile (Brittle) [-15]. 50 points.
 
    Stone Shape
    Keywords: None.
    Full Cost: 5 points for level 1 + 3 points/additional level.
    Casting Roll: IQ.
    Components: V, S.
    Cost: 2 FP to cast, 1 FP to maintain.
    Casting Time: 4 seconds.
    Range: Touch.
    Duration: Indefinite.
 
    You can form an existing piece of stone (brick, concrete, or rock) into any shape that suits your purpose. The higher your level of Stone Shape, the larger the quantity you can affect. You can affect up to 10 x (level squared) lbs. of stone in the form of a single object or amorphous mass. For example, Stone Shape 3 would let you affect a 90-lb. stone slab or even 90 lbs. of pebbles in a heap, but not two 5-lb. separate stone objects.
    Stone Shape doesn’t work on complex, manufactured artifacts unless they’re made almost entirely of earth or stone. You could affect a stone club, but not a complex mechanism with only a few stone parts.
After casting this spell, you can reshape the target. Forming a simple shape (blob, column, sphere, etc.) requires a Concentrate maneuver but no die roll. If the result is meant to be beautiful or functional, though, the GM may deem the effort a long task (see p. B346) and require skill rolls against Armoury, Artist, Machinist, and so on. You can work without tools, but you must know what you’re doing.
    You can also cause the target to elongate or flow at a Move 1. This requires constant concentration. You can make a solid stone object ooze, roll, or seep along the ground or a surface, and even reshape it in ways that defy gravity.
    When you stop concentrating, you immediately give up control. Stable forms become permanent, while unstable ones collapse instantly.
    Statistics: Control Stone 1 (Costs Fatigue, 2 FP, -10%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [5]. Each additional level adds Control Stone +1 (Costs Fatigue, 2 FP, -10%; Lift Only, -20%; Nature, -20%; Requires Gestures, -10%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [+3/level].
 
    Stone Tell
    Keywords: Information.
    Full Cost: 12 points.
    Casting Roll: IQ.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 10 minutes.
    Range: Touch.
    Duration: Instantaneous.
 
    By touching a stone, you can force it to answer any one specific question that it can answer with a brief sentence. A stone can relate to you who or what has touched them as well as revealing what is covered or concealed behind or under them. The stones relate complete descriptions if asked. A stone’s perspective, perception, and knowledge may prevent the stone from providing the details you are looking for (as determined by the GM). The answer is what the stone believes to be true – if it doesn’t know, it’ll tell you.
    You have to vocally ask the question, and the stone responds in the same language. The stone cannot resist, but your skill (plus Talent) roll is at a penalty equal to the stone’s SM, and you only get one try.
    Statistics: Mind Probe (Accessibility, Only on stones, -50%; Cosmic, Works on inanimate objects, +50%; Costs Fatigue, 1 FP, -5%; Immediate Preparation Required, 10 minutes, -45%; Nature, -20%; Requires Gestures, -10%; Requires Words, -10%; Universal, +50%) [12]. Feature: Size penalty replaces the normal Quick Contest.
 
    Stone to Flesh
    Keywords: Resisted (Will or spell).
    Full Cost: 13 points.
    Casting Roll: Will.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: Unlimited (standard).
    Duration: Instantaneous.
 
    Attempts to reverse the effects of Flesh to Stone (or any similar petrification spell or ability) and bring the victim back to life. The victim is physically stunned and may roll against HT every turn to recover. This spell cannot be used to animate a statue that was never alive. Treat the resistance roll as for Dispel Magic.
    Statistics: Neutralize Magic (Accessibility, Must target subject, not caster, -10%; Cosmic, Can dispel spells that are immune to Dispel Magic, +50%; Costs Fatigue, 1 FP, -5%; Interruption, -50%; Nature, -20%; One Ability, Flesh to Stone, -80%; Precise, +20%; Ranged, +40%; Requires Gestures, -10%; Requires Magic Words, -10%) [13].
 

    Summon Elemental
    Keywords: None.
    Full Cost: 3 points or more; see text.
    Casting Roll: Will.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP per 10 seconds to maintain.
    Casting Time: 2 seconds.
    Range: 10 yards.
    Duration: Indefinite.
 
    Each time you cast this, you coagulate planar energies to create a creature that resembles an elemental of a particular type, chosen when you learn this spell. Thus, Summon Fire Elemental and Summon Water Elemental are two different spells. The GM will create this being, but you can request one that meets broad criteria. You cannot create a specific being using this spell. The creature obeys your orders regardless of how you treat it. Note that the creature should be able to understand you, so most casters learn a language used by elementals. The summoned being does not possess any knowledge, so this spell cannot be used to gain information.
    A summoned elemental cannot summon or otherwise conjure another creature, nor can it use any teleportation or planar travel abilities. Creatures cannot be summoned into an environment that cannot support them. For instance, a fire elemental cannot be summoned underwater.
    A summoned being is vulnerable to being dispelled, banished, or warded off with occult techniques. If it is killed, you must wait 24 hours before using this spell again; if dismissed, you must wait five minutes.
    The point value of the summoned elemental must equal or less that a percentage of your point value. The percentage in question depends on the spell level as shown on the table below.

Spell Level

Point Value Limit

Full Cost

Summon Elemental I

5%

3 points

Summon Elemental II

10%

5 points

Summon Elemental III

15%

7 points

Summon Elemental IV

20%

10 points

Summon Elemental V

25%

12 points

Summon Elemental VI

50%

23 points

Summon Elemental VII

75%

35 points

Summon Elemental VIII

100%

57 points

Summon Elemental IX

150%

114 points

    Statistics: Ally (A type of elemental; Built on 75%; Constantly; Adjustable, +50%; Conjured, +100%; Costs Fatigue, 1 FP, -5%; Minion, +50%; Nature, -20%; Ranged, +40%; Reduced Duration, 1/6, -15%; Reduced Range, 1/10, -30%; Requires Gestures, -10%; Requires Will Roll, -5%; Requires Magic Words, -10%; Special Abilities, +50%; Takes Extra Time 1, -10%) [35]. Other versions increase or decrease the point percentage.
 

    Transmute Mud to Rock
    Keywords: None.
    Full Cost: 4 points/level.
    Casting Roll: IQ.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 50 yards.
    Duration: Instantaneous.
 
    This spell allows you to turn mud into rock. The mud being transmuted can weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on. On average, a hex of mud weighs 67 pounds per inch of thickness.
    If a creature stands in the mud that is being transformed into rock, it will not get stuck.
    Statistics: Create (Nature, -20%; Ranged, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Transmute Mud to Rock, +50%; Transmutation Only, -100%) [4/level].
 
    Transmute Rock to Mud
    Keywords: None.
    Full Cost: 3 points/level.
    Casting Roll: IQ.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 50 yards.
    Duration: Instantaneous.
 
    This spell allows you to turn rock into mud. The rock being transmuted can weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on. On average, a hex of rock weighs 112 pounds per inch of thickness.
    Statistics: Create (Nature, -20%; Ranged, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Magic Words, -10%; Transmute Rock to Mud, +40%; Transmutation Only, -100%) [3/level].
 
    Wall of Stone
    Keywords: None.
    Full Cost: 28 points.
    Casting Roll: IQ. Use Innate Attack (Gaze) to aim.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 1 second.
    Range: 50 yards.
    Duration: 10 seconds or permanent; see text.
 
    This spell creates a wall of rock that merges into adjoining rock surfaces. It is typically employed to close passages, portals, and breaches against opponents. The wall cannot be conjured so that it occupies the same space as a creature or another object. Unlike a Wall of Iron, you can create a Wall of Stone in almost any shape you desire. The wall created need not be vertical, nor rest upon any firm foundation; however, it must merge with and be solidly supported by existing stone. It can be used to bridge a chasm, for instance, or as a ramp.
    A Wall of Stone is 1 inch thick, 1 yard tall, and 1 yard wide. You can double the wall’s area by halving its thickness. Each 1-hex square or 10-square-foot area of the wall has DR 13 per inch of thickness. Repeated impaling, piercing, and large piercing attacks against the same small spot (an area with SM 0 or less) lower DR at that specific point as if it were semi-ablative; repeated burning, corrosion, crushing, cutting, or huge piercing attacks at that same spot reduce DR at that point as if it were ablative. DR never falls below 3. A stone wall 1” thick has HP 40. Each doubling increases HP by 20%. The wall weighs 130 pounds.
    Created stone is unstable. It vanishes in 10 seconds unless you use character points to “stabilize” it. Each point spent stabilizes a quantity worth 10% of the campaign’s average starting wealth. (This is just the tradeoff used for Trading Points for Money, p. B26.) Stone costs $0.75 per pound. Thus, a typical casting of Wall of Stone costs $97.5.
    Points spent to stabilize matter come from your “Creation Pool,” a number of points set aside for the purpose. You can’t apply any modifiers to these points. Points used to stabilize matter are unavailable until reclaimed – which causes the matter to vanish. If the matter is crafted into an object, the item is unmade when the matter vanishes. If the matter is mixed with other materials (e.g., alloyed), you must separate it to reclaim your points; this can be a tedious process. If it’s destroyed (e.g., melts naturally) or transformed (e.g., eaten), you can’t reclaim your points – they’re gone. You can increase your Creation Pool with unspent points at any time.
    Statistics: Create Stone 4 (Accessibility, Only walls adjoined to other rocky surfaces, -20%; Nature, -20%; Ranged, +40%; Reduced Range, 1/2, -10%; Requires Gestures, -10%; Requires Magic Words, -10%) [28].
 
    Water Breathing
    Keywords: Buff.
    Full Cost (Self): 12 points.
    Full Cost (Touch): 23 points.
    Casting Roll: Will.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 4 seconds.
    Range: Self – Touch.
    Duration: 5 hours.
 
    The subject becomes able to breathe water as though it were air. He does not lose his ability to breathe air.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Water Breathing, +60%; Costs Fatigue, 2 FP, -10%; Extended Duration, 100x, +80%; Fixed Duration, +0%; Nature, -20%; Requires Gestures, -10%; Requires Will Roll, -5%; Requires Magic Words, -10%; Takes Extra Time 2, -20%) [12]. Note: “Water Breathing” is Doesn’t Breathe (Gills, -50%; Nature, -20%) [6]. The Touch version removes Accessibility, Self Only, -50% and Requires Will Roll, -5% and adds Accessibility, Only on air-breathing creatures, -10%, Accessibility, Only nonvolitional or non-resisting subjects, -20%, Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+11].
 
    Water Walk
    Keywords: Buff.
    Full Cost (Self): 16 points.
    Full Cost (Touch): 28 points.
    Casting Roll: Will.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 2 seconds.
    Range: Self – Touch.
    Duration: 30 minutes.
 
    The subject can walk on the surface of any liquid as if it were solid ground. He moves at his usual ground Move. This doesn’t protect him from any damage that he would take from coming into contact with the liquid, however.
    Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Water Walk, +120%; Costs Fatigue, 2 FP, -10%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Magical, -10%; Requires Gestures, -10%; Requires Will Roll, -5%; Requires Magic Words, -10%; Takes Extra Time 1, -10%) [16]. Note: “Water Walk” is Walk on Liquid (Nature, -20%) [12]. The Touch version removes Accessibility, Self Only, -50% and Requires Will Roll, -5% and adds Accessibility, Only nonvolitional or non-resisting subjects, -20%, Malediction 1, +100%, Melee Attack, Reach C, -30%, and No Signature, +20% [+12].
 
    Whirlwind
    Keywords: Area (Leveled).
    Full Cost: 49 points for level 1 + 23 points/additional level.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 100 yards.
    Duration: 10 seconds.
 
    This spell creates a circular whirlwind with an “eye” of calm inside (a good place for the caster to stand). The radius of the eye can be up to half that of the storm – or smaller, if the caster wishes. The caster may move the whirlwind at Move 1 with a Concentrate maneuver.
    Roll 4d as for crushing damage, determine knockback, and then double the distance; however, the victim suffers no actual damage or blunt trauma from the effect – just the consequences of being hurled around. As a special effect, knockback from this moves victims sideways (all clockwise or all anticlockwise; decide when triggering the attack) rather than away from the storm.
    Low-tech missiles are buffeted off course as they cross the whirlwind, and suffer a -6 penalty to hit. High-tech bullets suffer a -2 penalty to hit. Any creature trying to cross the whirlwind takes 4d knockback damage. Knockback from this moves victims sideways (all clockwise or all anticlockwise; decide when casting the spell) rather than away from the whirlwind. The whirlwind also churns up loose ground material, such as dust, small leaves, insects, and twigs, if there are any in the area. Thus, any Vision rolls made through the whirlwind are at -3.
    Statistics: Crushing Attack 4d (Area Effect, 2 yards, +50%; Cosmic, Impedes Projectiles, +50%; Costs Fatigue, 1 FP, -5%; Double Knockback, +20%; Environmental, Air, -5%; Link, +10%; Mobile 1, +40%; Nature, -20%; No Blunt Trauma, -20%; No Wounding, -50%; Persistent, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Area, Only to create an “eye” or decrease the area, +10%) [40] + Obscure 3 (Vision; Environmental, Debris present, -20%; Link, +10%; Mobile 1, +40%; Nature, -20%; Ranged, +50%; Requires Gestures, -10%; Requires Magic Words, -10%; Selective Area, Only to create an “eye” or decrease the area, +10%) [9]. Additional levels add further levels of Area Effect (+50%) to all advantages [+23].
 
    Whispering Wind
    Keywords: None.
    Full Cost: 17 points.
    Casting Roll: IQ.
    Components: V, S.
    Cost: 2 FP.
    Casting Time: 4 seconds.
    Range: Unlimited (long-distance).
    Duration: Until destination is reached.
 
    You send a message or sound on the wind to a designated spot. The Whispering Wind travels to a specific location that is familiar to you, provided that it can find a way to the location. (It can’t pass through walls, for instance.) A Whispering Wind is as gentle and unnoticed as a zephyr until it reaches the location. It then delivers its whisper-quiet message or other sound. Note that the message is delivered regardless of whether anyone is present to hear it. The wind then dissipates. You can prepare the spell to bear a message of no more than twenty-five words, cause the spell to deliver other sounds for 4 seconds, or merely have the whispering wind seem to be a faint stirring of the air. You can likewise cause the whispering wind to move as slowly as 1 mile per hour or as quickly as 1 mile per 10 minutes. When the spell reaches its objective, it swirls and remains in place until the message is delivered. Whispering Wind cannot speak verbal components, use command words, or activate magical effects.
    Statistics: Telesend (Audible, -10%; Cosmic, Location instead of person, +50%; Costs Fatigue, 2 FP, -10%; Delay, Variable, Long, +20%; Environmental, Air, -5%; Hearing-Based, 20%; Nature, -20%; Nuisance Effect, Not instantaneous, -10%; Requires Magic Words, -10%; Requires Gestures, -10%; Takes Extra Time 2, -20%) [17].
 
    Wind Walk
    Keywords: None.
    Full Cost: 75 points.
    Casting Roll: Will.
    Components: V, S.
    Cost: 1 FP to cast, 1 FP per 30 minutes to maintain.
    Casting Time: 10 seconds.
    Range: Self.
    Duration: Indefinite.
 
    You gain a variant of the Body of Air meta-trait; see the footnote below for details. Clothing and gear weighing no more than your Medium encumbrance change with you. The transformation to or from this form takes 10 seconds.
    Statistics: Alternate Form (Body of Air*; Can Carry Objects, Medium Encumbrance, +50%; Costs Fatigue, 1 FP, -5%; Extended Duration, 30x, +60%; Nature, -20%; Requires Gestures, -10%; Requires Will Roll, -5%; Requires Magic Words, -10%) [24+51].
    * A variant of the meta-trait from p. 262 of GURPS Basic Set: ST 0 [-100]; +10 HP [20]; Doesn’t Breathe [20]; Enhanced Move 1 (Air) [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; No Legs (Aerial) [0]; No Manipulators [-50]; Vulnerability (Vacuum and wind-based attacks, x2) [-20]; and Taboo Trait (Fixed ST) [0]. 56 points.
 
    Wind Wall
    Keywords: Area (Leveled), Obvious.
    Full Cost: 34 points for level 1 + 8 points/additional level.
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Components: V, S.
    Cost: 1 FP.
    Casting Time: 1 second.
    Range: 100 yards.
    Duration: 10 seconds.
 
    This spell conjures a wall of wind. You do not have to concentrate to maintain it, Wind Wall is “fire and forget.” It can be cast repeatedly, allowing the caster to put up multiple walls as needed, but each wall dissipates once the duration runs out.
    To find the maximum square yardage available, look up the level of this spell on the Leveled Area Table (GURPS Thaumatology: Sorcery, p. 9) and multiply the given radius by 3. Alternatively, know that Wind Wall 1 has a maximum area of six square yards, with each additional level doubling that cumulatively. For example, Wind Wall 3 has a limit of 24 square yards, allowing the sorcerer to conjure a wall six yards long by four yards high, 12 yards long by two yards high, or any other valid combination. The caster may form this into any shape he wishes.
    Low-tech missiles are buffeted off course as they cross the wall, and suffer a -6 penalty to hit. High-tech bullets suffer a -2 penalty to hit. Any creature trying to cross the wall, takes 4d knockback damage in a random direction. The wall also churns up loose ground material, such as dust, small leaves, insects, and twigs, if there are any in the area. Thus, any Vision rolls made through the wall are at -3.
    Statistics: Crushing Attack 2d (Area Effect, 2 yards, +50%; Cosmic, Impedes Missile, +50%; Double Knockback, +20%; Costs Fatigue, 1 FP, -5%; Link, +10%; Nature, -20%; No Wounding, -50%; Persistent, +40%; Requires Gestures, -10%; Requires Magic Words, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [24] + Obscure 3 (Vision; Environmental, Debris present, -20%; Link, +10%; Nature, -20%; Ranged, +50%; Requires Gestures, -10%; Requires Magic Words, -10%; Variable, Area, +5%; Wall, Shapeable, +60%) [10]. Additional levels increase Area Effect (+50%) to both advantages [+8].
 
 

 



No comments:

Post a Comment