Thursday, 20 March 2025

Blood Magic: More Spells

Blood Magic: More Spells

It's time to expand the spell repertoire of the blood mages. In this post, I will list all already existing spells that are appropriate to the blood magic tradition, adjusted accordingly.
 
Agitate Wounds
Keywords: Resisted (HT).
Full Cost: 6 points.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 second.
Range: Unlimited (standard).
Duration: Instantaneous.
 
By means of this spell, the caster can affect a creature that has open or bandaged wounds from cutting, impaling, or piercing attacks. This spell reopens bound wounds or causes unbound wounds to bleed profusely, making the victim lose 1 HP and begin bleeding again. The bleeding rate and penalties are the same as for the original wounds. Creatures without blood, such as skeletons, are unaffected by this spell, as are those with Regeneration.
Statistics: Cutting Attack 1 point (Accessibility, Only on creatures with open wounds, -50%; Based on HT, +20%; Cosmic, Bleeds as the original wounds, +50%; Costs Hit Points, 1 HP, -10%; Lesser Mana Sensitivity, -5%; Malediction 2, +150%; No Signature, +20%) [6].
     
Banishment
Keywords: Resisted (Will).
Full Cost (Touch): 50 points.
Full Cost (Short-Range): 53 points.
Full Cost (Ranged): 58 points.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous, the subject cannot return for 1 month.
 
If the subject fails to resist, they are plane shifted back to their native plane, from where they cannot return for one month.
Statistics: Affliction 1 (Will; Based on Will, +20%; Costs Hit Points, 1 HP, -10%; Heart Attack, Variant, +300%; Lesser Mana Sensitivity, -5%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%) [50]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Bear’s Endurance
Keywords: Buff.
Full Cost (Self): 9.5 points for level 1 + 6.5 points/additional level.
Full Cost (Touch): 22 points for level 1 + 6.5 points/additional level.
Full Cost (Short-Range): 25 points for level 1 + 6.5 points/additional level.
Full Cost (Ranged): 30 points for level 1 + 6.5 points/additional level.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 second.
Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
You increase the subject’s HT by 1 per level of this spell for three minutes. This affects resistance to injuries and afflictions, HT-based skills, Basic Speed, but does not affect FP.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Bear’s Endurance 1, +65%; Costs Hit Points, 1 HP, -10%; Fixed Duration, +0%; Lesser Mana Sensitivity, -5%; Requires Will Roll, -5%) [9.5]. Additional levels add further Bear’s Endurance to the Advantage enhancement (+60%) [+6]. Note: Each level of “Bear’s Endurance” is HT 1 (Does not affect FP, -30%; Lesser Mana Sensitivity, -5%) [6.5]. 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]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Blood Enchantment
Keywords: Obvious.
Full Cost: 36 points.
Casting Roll: Will.
Cost: 1 HP + Special.
Casting Time: Special.
Range: Touch.
Duration: Truly Permanent.
 
See the Ultimate Enchantment Post and Chapter 3 of GURPS Thaumatology: Sorcery for details on this spell and enchanting blood magic items in general. The Blood Enchantment spell itself cannot be enchanted into an item!
Statistics: Affliction 1 (Accessibility, Only to build magical items, -40%; Costs Hit Points, 1 HP, -10%; Cumulative, +400%; Extended Duration, Truly Permanent, +300%; Lesser Mana Sensitivity, -5%; Limited Use, 1/day, -40%; Melee Attack, Reach C, -30%; Special Enhancements, +1,080%) [36] + Extra Option (Limited access to meditative study for enchanting) [1]. Note: The actual cost of 176 points is divided by five due to this ability being character-point powered.
 
Blood Fetch
Keywords: None.
Full Cost: 8 points.
Full Cost (Lesser): 3 points.
Full Cost (Greater): 24 points.
Casting Roll: Will, rolled as a Quick Contest against the summoned being’s Will.
Cost: 2 HP + 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 outsider (worth 75% or less of your point value) from the Lower Planes or from the Far Realm. 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 Astral Plane, and the Astral Plane is adjacent to the Outer Planes, where most of the outsiders 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 HP and make a Quick Contest of Will against the outsider. If you are victorious, you must also pay a certain number of unspent character points to force the outsider 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. Lesser Blood Fetch calls forth an outsider worth up to 25% of your point value. Greater Blood Fetch calls an outsider worth up to 150% of your point value, and requires one hour to cast.
Statistics: Ally (Fiend or Far Realm entity; Built on 75%; Constantly; Adjustable, +100%; Character point-powered, x1/5; Conjured, +100%; Immediate Preparation Required, 10 minutes, -45%; Lesser Mana Sensitivity, -5%; Ranged, +40%; Reduced Range, 1/10, -30%; Requires Quick Contest of Will, -15%; Special Abilities, +50%) [8]. Lesser Fetch has Ally, built on 25%. Greater Fetch is built on 150%, and increases Immediate Preparation Required to 1 hour, -75%.
  
Blood Gate
Keywords: None.
Full Cost: 95 points.
Casting Roll: IQ.
Cost: 4 HP or more; see text.
Casting Time: 1 hour.
Range: Touch.
Duration: 3d seconds or permanent; see text.
 
This spell creates a magical portal leading to a Lower Plane or the Far Realm that you are able visualize clearly (which is only possible if you have visited it previously in person). The gate itself is a circular hoop or disk from 5 to 20 feet in diameter (caster’s choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when casting the spell, and anyone or anything that moves through is shunted instantly to the other side.
On a critical failure, the gate opens, but leads to the wrong destination, which can be any plane the GM wishes!
The HP cost of this spell depends on the “planar distance.” To shift between two different layers of the same plane, spend 4 HP. To shift between two bordering planes (such as a Lower Plane and the Astral Plane), spend 5 HP. Spend one additional HP per each additional degree of “removal.” Certain very distant planes, such as the Far Realm, may require you to spend 13 HP.
When creating a gate, the exit point on the destination plane appears with a deviation of 1dx100 miles.
Optionally, when casting this spell you may spend 10 character points to make the gate permanent.
Statistics: Jumper (Interplanar; Costs Hit Points, 4 HP, -40%; Drift, Variant, -40%; Extra Carrying Capacity, Extra-Heavy, +50%; Immediate Preparation Required, 1 hour, -75%; Improved, +10%; Lesser Mana Sensitivity, -5%; Nuisance Effect, Cannot hurry the jump, -5%; Tunnel, Before, +100%) [95]. Note: The Improved enhancement removes the auto-fail on 14+.

Bull’s Strength
Keywords: Buff.
Full Cost (Self): 10.5 points for level 1 + 7.5 points/additional level.
Full Cost (Touch): 23 points for level 1 + 7.5 points/additional level.
Full Cost (Short-Range): 26 points for level 1 + 7.5 points/additional level.
Full Cost (Ranged): 31 points for level 1 + 7.5 points/additional level.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 second.
Range: Self – Touch – Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
You increase the subject’s ST by 1 per level of this spell for three minutes. This affects damage, Basic Lift, but does not affect HP.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Bull’s Strength 1, +75%; Costs Hit Points, 1 HP, -10%; Fixed Duration, +0%; Lesser Mana Sensitivity, -5%; Requires Will Roll, -5%) [10.5]. Additional levels add further Bull’s Strength to the Advantage enhancement (+75%) [+7.5]. Note: Each level of “Bull’s Strength” is ST 1 (Does not affect HP, -20%; Lesser Mana Sensitivity, -5%) [7.5]. 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]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Cancel Spells
Keywords: None.
Full Cost: 10 points.
Casting Roll: Will.
Cost: 1 FP.
Casting Time: 1 second.
Range: Self.
Duration: Instantaneous.
 
You may immediately terminate one or more ongoing spells that you had cast. They do not resist; they immediately end. Don’t apply any range penalties; you are always the subject of Cancel Spells, even for spells that were not cast upon your mind or body. Cancel Spells works on spells that are immune to Dispel Magic – but only if they’re your spells. Unlike all other blood magic spells, this one costs FP instead of HP.
Statistics: Neutralize Magic (Accessibility, Own spells only, -50%; Costs Fatigue, 1 FP, -5%; Interruption, -50%; Lesser Mana Sensitivity, -5%; Precise, +20%) [10].
  
Clone
Keywords: Buff.
Full Cost: 10 points.
Casting Roll: Will.
Cost: 10 character points.
Casting Time: 10 minutes.
Range: Touch.
Duration: Truly Permanent.
 
This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original’s physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.
To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature’s living body. The piece of flesh need not be fresh, but it must be kept from rotting (for example, by the Gentle Repose spell). Once the spell is cast, the duplicate must be grown in a laboratory for 2d/2 months.
When the clone is completed, the original’s soul enters it immediately, if that creature is already dead, unless the original died in a no-mana zone or with his magical abilities negated. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead. In the process, however, the character permanently loses 40 character points from his total. This should first come from any unspent points; the remainder may be in the form of reduced attributes, lost advantages, or new disadvantages.
The spell duplicates only the original’s body and mind, not its equipment.
A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.
Material Component: The piece of flesh and various laboratory supplies ($4,000, 20 lbs.).
Focus: Special laboratory equipment ($2,000, 50 lbs.).
Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Clone, +180%; Character point-powered, x1/5; Extended Duration, Truly Permanent, +300%; Immediate Preparation Required, 10 minutes, -45%; Lesser Mana Sensitivity, -5%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Onset, 2d/2 months, -40%; Requires a laboratory, -15%; Requires a piece of target’s flesh, -10%; Trigger, Expensive Reagents, -30%) [10]. Note: “Clone” is Extra Life 1 (Copy, -20%; Magical, -10%) [18].
 
Dismissal
Keywords: Resisted (Will).
Full Cost (Touch): 45 points.
Full Cost (Short-Range): 48 points.
Full Cost (Ranged): 53 points.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: Instantaneous.
 
If the subject fails to resist, they are plane shifted back to their native plane. However, there is a 1-in-6 chance that they are sent to a random other plane instead.
Statistics: Affliction 1 (Will; Based on Will, +20%; Costs Hit Points, 1 HP, -10%; Dismissal, +250%; Lesser Mana Sensitivity, -5%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%) [45]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].

Feign Death
Keywords: Buff.
Full Cost: 39 points.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 second.
Range: Touch.
Duration: 12 hours or less; see text.
 
You put a creature into a deathlike condition. At your option, this can be a cataleptic state that is impossible to distinguish from death, or the subject can appear to be in a coma or deep sleep. In this state, the subject does not need to eat, drink, or breathe, and effects of poison and disease stop, resuming when the state ends.  Although able to smell, hear, and know what is going on, the subject is blind and has no sense of touch or pain. Anyone unfamiliar with this spell must win a Quick Contest of Diagnosis vs. the subject’s HT+10 to discover that he’s not dead or in a coma. The subject may end this condition with a Will roll; otherwise, he wakes up automatically after 12 hours pass.
Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%, Advantage, Feign Death, +230%; Costs Hit Points, 1 HP, -10%; Fixed Duration, +0%; Lesser Mana Sensitivity, -5%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%) [39]. Note: “Feign Death” is Metabolism Control 10 (Accessibility, Limited to 12 hours, -40%; Cosmic, Semi-aware, +50%; Hibernation, -60%; Lesser Mana Sensitivity, -5%) [23].
   
Fiendform
Keywords: Buff.
Full Cost: 75 points or more.
Casting Roll: Will.
Cost: 2 HP.
Casting Time: 4 seconds.
Range: Self.
Duration: 3 minutes.
 
You assume the form of a fiend (demon, devil, or other creature native to the Lower Planes). Traits of your racial template are replaced with traits of the racial template of the assumed form. You may freely omit racial mental disadvantages (e.g., Callous or Short Attention Span), and you may always choose to drop the racial IQ modifier from a template and use your own IQ. Unlike Alter Self, this spell lets you assume even supernatural and mental abilities. This spell includes the ability to make cosmetic changes. Thus, if you already are a fiend, you are able to assume a form of another member of your own species. Your gear is not affected.
By default, you may assume any racial template (adjusted by removing undesirable mental disadvantages) worth no more than your native racial template. If you want to assume more powerful forms, you have to pay extra points equal to the difference. Thus, Fiendform (10) costs 10 extra points but allows you to assume any racial template worth no more than 10 points than your native one.
You can always take on the form of a being you can see or touch, provided its racial template meets the requirements outlined earlier. Once you have assumed a form, you can opt to memorize it by concentrating for one minute. This allows you to shapeshift into that form at any time by casting Fiendform. You can memorize a number of forms equal to your casting skill. If all your “slots” are full, you must overwrite a previously memorized form (your choice) to add the new form.
Statistics: Affliction 1 (HT; Accessibility, Self Only, -50%; Advantage, Fiendform, +750%; Costs Hit Points, 2 HP, -20%; Fixed Duration, +0%; Lesser Mana Sensitivity, -5%; Requires Will Roll, -5%; Takes Extra Time 2, -20%) [75]. Note: “Fiendform” is Morph (Accessibility, Only fiends, -20%; Lesser Mana Sensitivity, -5%) [75].

Heart Ripper
Keywords: Resisted (HT).
Full Cost (Touch): 25 points.
Full Cost (Short-Range): 28 points.
Full Cost (Ranged): 33 points.
Casting Roll: Will.
Cost: 2 HP.
Casting Time: 2 seconds.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 3 seconds or instantaneous; see text.
 
With a sweep of your hand, an invisible bolt of force slams into your target, attempting to instantly slay it by driving its heart from its body. The victim is wracked by terrible pain (p. B428) for three seconds. If you win by 5 or more, or if the victim rolls a critical failure, the victim instantly dies, as its heart is removed. This spell can only affect creatures with hearts. Those with multiple hearts or with the ability to survive without a heart may not be slain with this spell or may require multiple castings.
Statistics: Affliction 1 (HT; Accessibility, Only on living beings with a heart, -15%; Costs Hit Points, 2 HP, -20%; Fixed Duration, +0%; Lesser Mana Sensitivity, -5%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/60, -35%; Secondary Disadvantage, Enhanced Unnatural, +20%; Secondary Heart Attack, +60%; Takes Extra Time 1, -10%; Terrible Pain, +60%) [25]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
  
Mass Bear’s Endurance
Keywords: Area (Leveled), Buff.
Full Cost (Short-Range): 39 points for level 1 + 5 points/additional level.
Full Cost (Ranged): 44 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 second.
Range: Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
The transmuted creatures in the area have their HT increased by 2. This affects resistance to injuries and afflictions, HT-based skills, Basic Speed, but does not affect FP. The caster may omit any creatures from the effect. The spell’s area is a 4-yard-high cylinder.
Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Mass Bear’s Endurance, +130%; Area Effect, 2 yards, +50%; Costs Hit Points, 1 HP, -10%; Fixed Duration, +0%; Lesser Mana Sensitivity, -5%; Malediction 1, +100%; No Signature, +20%; Selective Area, +20%) [39]. Note: “Mass Bear’s Endurance” is HT 2 (Does not affect FP, -30%; Lesser Mana Sensitivity, -5%) [13]. Additional levels add Area Effect (+50%) [+5/level]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Mass Bull’s Strength
Keywords: Area (Leveled), Buff.
Full Cost (Short-Range): 55 points for level 1 + 5 points/additional level.
Full Cost (Ranged): 60 points for level 1 + 5 points/additional level.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 2 seconds.
Range: Unlimited (-1/yard) – Unlimited (standard).
Duration: 3 minutes.
 
The transmuted creatures in the area have their ST increased by 4. This affects damage, Basic Lift, but does not affect HP. The caster may omit any creatures from the effect. The spell’s area is a 4-yard-high cylinder.
Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Mass Bull’s Strength, +300%; Area Effect, 2 yards, +50%; Costs Hit Points, 1 HP, -10%; Fixed Duration, +0%; Lesser Mana Sensitivity, -5%; Malediction 1, +100%; No Signature, +20%; Selective Area, +20%; Takes Extra Time 1, -10%) [55]. Note: “Mass Bull’s Strength” is ST 4 (Does not affect HP, -20%; Lesser Mana Sensitivity, -5%) [30]. Additional levels add Area Effect (+50%) [+5/level]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
 
Pain
Keywords: Resisted (HT).
Full Cost (Touch): 17 points.
Full Cost (Short-Range): 20 points.
Full Cost (Ranged): 25 points.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 1 minute.
 
This spell causes a corporeal living being to experience moderate pain (p. B428).
Statistics: Affliction 1 (HT; Accessibility, Only corporeal living beings, -15%; Costs Hit Points, 1 HP, -10%; Fixed Duration, +0%; Lesser Mana Sensitivity, -5%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Moderate Pain, +20%; No Signature, +20%; Reduced Duration, 1/3, -10%) [17]. The Short-Range version removes Melee Attack, Reach C, -30% [+3]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+5].
  
Stasis Clone
Keywords: Buff.
Full Cost: 21 points.
Casting Roll: Will.
Cost: 15 character points.
Casting Time: 10 minutes.
Range: Touch.
Duration: Truly Permanent.
 
This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original’s physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.
To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature’s living body. The piece of flesh need not be fresh, but it must be kept from rotting (for example, by the Gentle Repose spell). Once the spell is cast, the duplicate must be grown in a laboratory for 2d/2 months.
When the clone is completed, the original’s soul enters it immediately, if that creature is already dead, unless the original died in a no-mana zone or with his magical abilities negated. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead. In the process, however, the character permanently loses 40 character points from his total. This should first come from any unspent points; the remainder may be in the form of reduced attributes, lost advantages, or new disadvantages.
The spell duplicates only the original’s body and mind, not its equipment.
A duplicate can be grown while the original still lives, or when the original soul is unavailable. If this is the case, the cloned body falls immediately into stasis and does not rot. If the original individual later dies, the soul transfers to the stasis clone, which leaves stasis and immediately begins to function as per the normal. If multiple stasis clones exist for the same original creature when it is slain, the soul goes into the most recently created stasis clone.
Material Component: The piece of flesh and various laboratory supplies ($4,000, 20 lbs.).
Focus: Special laboratory equipment ($2,000, 50 lbs.).
Statistics: Affliction 1 (HT; Accessibility, Only nonvolitional or non-resisting subjects, -20%; Advantage, Stasis Clone, +300%; Character point-powered, x1/5; Cumulative, +400%; Extended Duration, Truly Permanent, +300%; Immediate Preparation Required, 10 minutes, -45%; Lesser Mana Sensitivity, -5%; Malediction 1, +100%; Melee Attack, Reach C, -30%; Onset, 2d/2 months, -40%; Requires a laboratory, -15%; Requires a piece of target’s flesh, -10%; Trigger, Expensive Reagents, -30%) [21]. Note: “Stasis Clone” is Extra Life 1 (Copy, -20%; Cosmic, Doesn’t Rot, +50%; Magical, -10%) [30].

Thalassemia
Keywords: Resisted (HT).
Full Cost (Touch): 7 points.
Full Cost (Short-Range): 9 points.
Full Cost (Ranged): 11 points.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 second.
Range: Touch – Unlimited (-1/yard) - Unlimited (standard).
Duration: 3 minutes.
 
This spell thins the target creature’s blood to little more than seawater, dealing 1d toxic damage, if the target fails to resist. This spell ignores DR. Only living creatures with a circulatory system and blood can be affected by this spell; it does not harm creatures with Injury Tolerance (No Blood).
Statistics: Toxic Attack 1d (Accessibility, Only living creatures with a circulatory system and blood, -20%; Based on HT, +20%; Costs Hit Points, 1 HP, -10%; Lesser Mana Sensitivity, -5%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%) [7]. The Short-Range version removes Melee Attack, Reach C, -30% [+2]. The Ranged version replaces Malediction 1, +100% with Malediction 2, +150% [+2].
 
Wracking Touch
Keywords: Resisted (HT).
Full Cost: 22 points.
Casting Roll: Will.
Cost: 1 HP.
Casting Time: 1 second.
Range: Touch.
Duration: 9 seconds.
 
Your touch causes agonizing pain in the vital organs of a living creature. The victim is wracked by terrible pain (p. B428) for nine seconds. If you win by 5 or more, or if the victim rolls a critical failure, the victim instead is wracked by agony (p. B428). Creatures with Injury Tolerance (No Vitals) are immune.
Statistics: Affliction 1 (HT; Accessibility, Only on living beings with vitals, -15%; Costs Hit Points, 1 HP, -10%; Fixed Duration, +0%; Lesser Mana Sensitivity, -5%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Reduced Duration, 1/20, -25%; Secondary Agony, +20%; Terrible Pain, +60%) [22].


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