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Old 02-16-2016, 11:43 PM   #31
Celti
 
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Default Re: [Sorcery] Post Your Spells Here

Quote:
Originally Posted by Minuteman37 View Post
Some one point improvisational spells would be nice to see, if anyone wants an idea.
You asked, I answer!

Touch
Keywords: Resisted (Will).
Full Cost: 1 point.
Casting Roll: DX.
Range: 10 yards.
Duration: Instantaneous.

The subject feels a light touch, tickle, or caress at the spot of the caster's choice. This touch is felt through any intervening cover, armour, or clothing, but causes no harm — however, if the subject fails to resist they are distracted, exactly as described in the Concentrate maneuver. At the GM's option, Low Pain Threshold and similar traits may modify this resistance roll.

Statistics: Telekinesis 1 (One Task, Distracting, -60%; Requires DX vs Will Roll, -10%; Sorcery, -15%) [1].
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Old 02-25-2016, 02:05 AM   #32
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Default Re: [Sorcery] Post Your Spells Here

This one is by far the party sorcerer's favourite in my ongoing fantasy game.

Floating Disc*
Keywords: Area (Fixed).
Full Cost: 12 points/level.
Casting Roll: None.
Range: 10 yards.
Duration: 5 hours.

This spell creates a visible floating disk of telekinetic force of the size the caster wishes (at most four yards across), that will move as the caster commands. It will not move more than ten yards from the caster, and if the caster moves more than ten yards away from it, they cannot command it. It has ST and Move equal to the caster's level in this spell, and persists for five hours.

Statistics (RAW): Telekinesis 1 (Area Effect, 2 yards, +50%; Extended Duration, 100×, +80%; Fixed Duration, +0%; Independent, +70%; One Task, Carrying, -50%; Sorcery, -20%; Visible, -10%) [11.25/level].
Statistics (House Rules): Telekinesis 1 (Area Effect, 2 yards, +50%; Extended Duration, 100×, +80%; Fixed Duration, +0%; Independent, +70%; One Task, Carrying, -50%; Sorcery, -20%; Visible, -10%) [3/level].

* Totally not invented by that idiot Tenser.
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Old 02-25-2016, 08:46 AM   #33
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Default Re: [Sorcery] Post Your Spells Here

I figure I'll drop my "cantrips" here:

Breeze: Telekinesis (Attraction/Repulsion -30%, Sorcery -15%, Environmental, Air only -5%) [2.5/level]
Using gusts of air you can push objects away or toward yourself. First level can push objects that weigh up to 0.2 lbs. (Paper, quills, a battery, etc.)

Detect Poison: Detect (Poisons) (Vague -50%, Sorcery -15%) [2]
Detect Disease: Detect (Disease) (Vague -50%, Sorcery -15%) [2]
Both these spells grant you the knowledge of the presence of poison or disease. But not what type of poison/disease. That's what Diagnosis is for.

Extra Dimensional Storage Rift: Payload (Cosmic: Extra Dimensional +50%; Sorcery -15%) [1.35/level]. This spell creates an extra dimensional space to store items. By casting this spell you gain access to withdrawing and depositing items for 1 minute, once that minute expires the Rift closes and you cannot gain access to your stored items. The carrying capacity of the storage is Rift Level/10 x BL. First level lets you store 2 lbs of items. (A good place to hide your keys!).
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Old 04-27-2016, 10:14 AM   #34
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Default Re: [Sorcery] Post Your Spells Here

Finally got done with converting my Air College over to Sorcery with spell descriptions (phew!). Here's some of them:


Odor
Key Word: None.
Full Cost: 12 points per level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Instantaneous.
Description: You can create any odor you can think of. It fills a space of one-yard radius per level of the spell.
Statistics: Create Gas (Cosmetic -80%: Olfactory +0%; Magical -10%; Reduced FP +20%; Ranged +0%) [12]

Solid Fog
Key Word: Area of Effect (Leveled).
Full Cost: 5 points per level, for the vision. 10.75 points per level for the wall's DR/HP.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.
Description: For the duration, you create a four-yard radius area of solid fog. It impedes vision based on how opaque you make it and impedes movement based on the amount of “solidity” you give it. The impeding part of the spell is at the edge of fog. Running into the impeding “wall” does no damage to the subject, but stops their movement.
This “wall” can be destroyed by any conventional attack, and is permeable once the section of wall is reduced to 0 HP. Each yard of wall has DR 3 and 1/2 HP per die of damage (round up); e.g., a 6d attack produces a wall with DR 18 and 3 HP.
Statistics: Obscure Vision (Ranged +50%; Area of Effect, 4 yards, +100%; Magical -10%, Linked +10%) [5/level] + IA Crushing (Area of Effect, 4 yards, +100%, Persistent +40%, Wall (Rigid) +60%, No wounding -50%, No knockback -10%, No blunt trauma -20%, Sorcery -15%, linked +10%) [10.75/level].
Notes: Increasing the area of effect +50% (to both) increases cost by +[1/level] for the Obscure and +[2.5/level] for the wall.

Stench
Key Word: Area of Effect, Resisted.
Full Cost: 54 points.
Casting Roll: None. Use Innate Attack (Gaze) to hit.
Range: 100 yards.
Duration: 30 seconds.
Description: For the duration, you summon a four-yard radius cloud of suffocating, toxic fumes. Your victims must roll against HT. If they fail, they begin suffocating (B436) and take 1d toxic damage.
Statistics: Affliction (Increase 1/2D x10 +15%; No Signature +20%; Sorcery -15%; Area effect, 4 yards, +100%, Respiratory Agent +50%, Suffocation +75%, Linked +10%, Persistent +40%, extended duration x3 +20%) [42] + Innate Attack 1d Toxic (Resistible HT check -30%, linked +10%, Increase 1/2D x10 +15%; Sorcery -15%; Respiratory Agent +50%, Area of Effect, 4 yards, +100%; Magical -10%; Persistent +40%, extended duration x3 +20%) [11.2/level].

Windstream
Key Word: None.
Full Cost: 26 or 66 points.
Casting Roll: None.
Range: None.
Duration: 1 minute, Indefinite.
Description: By summoning a personal air vortex you can fly! You can fly at twice your Basic Move and your move speed is affected by local wind currents. Your personal vortex of air is loud and noticeable due to all the wind blowing around.
The improved (66-point) version of this spell works as above, except you can also bring along others! Your vortex is now a two-yard radius wind funnel and can carry your passengers.
Statistics: Flight (Sorcery -15%; Fixed Duration +0%; Lighter than air -10%; Nuisance: no stealth -5%; Environmental: needs air -5%) [26]. The improved version adds Affects Others +50% and Area of Effect, 2 yards, +50% [+40].
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Old 09-11-2016, 06:34 AM   #35
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Default Re: [Sorcery] Post Your Spells Here

Body of Ice
Full Cost: 121 points.

As Body of Wood, but grants the Body of Ice meta-trait.

Compel Truth

Affliction 1 (Disadvantage, Divine Curse, Cannot Lie, +5%; Extended Duration, x30, +60%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [36]

Greater Geas
Full Cost: 60 points.

As Lesser Geas, but command need not be reasonable. This raises the cost of the variable enhancement to +125%.

Hold Breath

This is a buff spell that grants Doesn't Breathe for 30 minutes.

Affliction 1 (Advantage, Doesn't Breathe, +200%; Buff Spell, +20%; Extended Duration x10, +40%) [36].

Planar Summons / Summon Demon

This one was a bit tricky. Largely used Awaken Computer as a guide. Conjured normally requires a reaction roll, and I figured replacing the reaction roll with an IQ roll was worth +20%, but making it a quick contest reduced it to +10%.

Ally (Conjured, +100%; Minion, +50%; Quick contest of IQ vs. Will replaces reaction roll, +10%; Maximum Duration, 1 hour, -10%; Sorcery, -15%) [19]

Purify Air

Another tricky one. I ended up deciding "air, including stale or contaminated air" is a Medium category, though you could make a case for a large category. When in doubt, works in gas mixtures that contain a significant quantity of oxygen atoms.

Create (Medium; Transformation; Ranged, +40%; Only to turn stale or contaminated air into good air, -80%; Magic, -10%) [10/level]

Seeker

As the ESP ability Seekersense 3, but can't attune to a general type of object, and FP cost replaces the Per role for attuning.
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Old 09-11-2016, 07:46 AM   #36
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Mass X

Some conversions of the "mass" mind spells fro Magic. These are for the first-level versions of each spell, higher levels add more Area Effect.

Mass Daze: Affliction 1 (Area Effect, 2 yards, +50%; Daze, +50%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [36]

Mass Sleep: Affliction 1 (Area Effect, 2 yards, +50%; Malediction 2, +150%; No Signature, +20%; Sleep, +150%; Sorcery, -15%) [46]

Mass Suggestion: Mind Control (Area Effect, 2 yards, +50%; Suggestion, -40%; Sorcery, -15%) [48]
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Old 09-11-2016, 08:03 AM   #37
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Astral Vision

Affliction 1 (Advantage, Astral Vision, +140%; Buff, +20%; Extended Duration, x10, +40%) [30]. Astral Vision is See Invisible (Astral; Magical, -10%) [14].
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Old 09-11-2016, 08:22 AM   #38
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Banish

Affliction 1 (Banishment, +300%; Malediction 2, +150%; No Signature, +20%; Sorcery, -15%) [55].

Edit: Actually not sure the fact the target can return after 1 month is even a nuisance effect. Very campaign dependent, lots of fantasy games seem to assume that there's a more or less infinite supply of demons in Hell and getting them to our world is the tricky part. So that may just be a special effect.

Last edited by Michael Thayne; 09-11-2016 at 08:46 AM.
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Old 09-17-2016, 06:19 AM   #39
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Default Re: [Sorcery] Post Your Spells Here

A pair of curses for the Light & Darkness college...

Mirror Curse
Keywords: Resisted (Will).
Full Cost: 62 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent until dispelled or broken.

You can curse the target to trap them inside their own reflection! Roll a Quick Contest of Will between the sorcerer and the subject, penalised by the range between them, plus the range between them and the nearest object they are reflected in (if nothing is available, you cannot curse them!) If they fail, they are trapped inside their reflection on the surface of the object until the object is broken, or they have Remove Curse cast upon them: treat as Shadow Form (p. B83) with Reflection (Fantasy, p. 131) and Light Insensitive (Powers, p. 74).

Statistics: Affliction (Will; Based on WL, +20%; Cosmic, Can only be dispelled by Remove Curse, +50%; Can Carry Objects, Extra-Heavy, +150%; Disadvantage, Shadow Form, Reflection, Light Insensitive, +20%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Malediction 2, +150%; Requires reflective surface, -10%; Sorcery, -15%) [62]. Can Carry Objects is applied to Affliction instead of Shadow Form in the interests of fair costs (it arguably should not be cheaper to curse the victim and their equipment instead of just the victim.

Shadow Curse
Keywords: Resisted (Will).
Full Cost: 62 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent until dispelled.

As per Mirror Curse, but you trap the victim inside their own shadow instead! Treat this as unmodified Shadow Form, and it only can be cast if the subject is standing in strong enough light to cast a defined shadow.

Statistics: Affliction (Will; Based on WL, +20%; Cosmic, Can only be dispelled by Remove Curse, +50%; Can Carry Objects, Extra-Heavy, +150%; Disadvantage, Shadow Form, +20%; Extended Duration, Permanent, +150%; Fixed Duration, +0%; Malediction 2, +150%; Requires defined shadow, -5%; Sorcery, -15%) [62].
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In civilizations without boats, dreams dry up, espionage takes the place of adventure, and the police take the place of pirates.
—Michel Foucault, Of Other Spaces
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Old 09-17-2016, 06:36 AM   #40
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Shouldn't Can Carry Objects be a modifier on Shadow Form, not on the affliction?
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