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Old 11-26-2013, 03:38 PM   #1
munin
 
Join Date: Aug 2007
Location: Vermont, USA
Default Ensorcelment Magic

As there have been a number of recent threads about using Modular Abilities to simulate magic, I thought I'd post what I have of another of my never-to-be-completed works. I'm just posting what I have, so there are a number of incomplete paragraphs, and probably some incompatibilities and untested/unbalanced results.



Ensorcelment Magic presents a powers-based magic system with the flexibility to be adapted to different character concepts, campaigns and settings.

The Ensorcel Ability

The Ensorcel ability is the basis for all ensorcelment magic. …

Ensorcel
20 points, plus 2 points per level

You can cast spells on creatures and objects (including yourself), producing a variety of effects. When you gain this ability, you must specify its ensorcelment source and ensorcelment tradition.

Using the Ensorcel ability produces an ensorcelment, consisting of one or more effects, on a subject. Each time you use this ability, you must first define the intended effects (generally, inflicting a condition or granting a trait). Each effect is associated with an ensorcelment skill and has a point cost. The total point cost of effects to be combined into a single ensorcelment cannot exceed your Ensorcel level.

To use a defined ensorcelment, you must be able to see your subject, or otherwise clearly perceive them (such as by Clairsentience, Scanning Sense, Vibration Sense, etc.) – if you can’t perceive the subject, you must target a location (e.g., “10 yards to the north”, “two yards on the other side of the wall”) or designate the subject by name (or other unique identifier appropriate to the subject and the setting). Take a Concentrate maneuver, pay 1 FP, and roll against the appropriate ensorcelment skill:

Modifiers: Magery bonus, if any; -1 per yard to the subject; -1 per ensorcelment effect (yours or someone else’s) already affecting the subject; -5 if you target by location or name.

If your ensorcelment consists of multiple effects, roll against your lowest appropriate ensorcelment skill, with a -1 penalty for each additional skill used after the first (i.e., no penalty for one skill, -1 for two skills, -2 for three skills, etc.). If the subject chooses to resist, make this a Quick Contest vs. the subject’s HT – the Rule of 16 applies (p. B349). Unliving, homogenous, and diffuse subjects larger than you (your current size, if changed) get a bonus equal to the difference between their SM and yours (smaller subjects are not penalized). Some ensorcelment effects are resisted by attributes other than HT (indicated in their ensorcelment skill descriptions) – if an ensorcelment consists of multiple effects resisted by different attributes, the subject resists once with their best attribute.

On success (or if you win the Quick Contest), the subject is affected by the ensorcelment for minutes equal to your margin of success (margin of victory for Quick Contests; minimum one minute for either). On failure (or if you tie or lose the Quick Contest), nothing happens. Either way, the attempt cannot be detected with mundane senses, only by spells and abilities capable of detecting supernatural phenomena (though others may notice your gestures and speech, if they are a part of your ensorcelment tradition).

You can use different ensorcelments on the same subject but the same effects from multiple ensorcelments do not stack – only the highest applies at any one time.

Once an ensorcelment is in effect you cannot extend its duration (though you can cast it again and the two ensorcelments will overlap until the first lapses). You can end an ensorcelment prematurely either by touching the subject or by rolling against the appropriate ensorcelment skill at -1 per yard to the subject.

If you use this ability without defining any effects, roll a Quick Contest of your IQ vs. the subject’s HT (with the same modifiers as above). If you win, the subject is physically stunned with supernatural energies (they recover as usual – see Effects of Stun, p. B420). Thus you can learn this ability at level 0, and use it without defining any effects.

Statistics: Affliction 1 (HT; Based on IQ, +20%; Cancellation, +10%; Costs Fatigue, 1 FP, -5%; Ensorcelment, -60%; Malediction 1, +100%; No Signature, Undetectable, +25%; PM, -10%) [18] + Lengthy-Catalog Slotted Cosmic Power 1 (1 point/level; Ensorcelment, -60%; Limited, Trait, Improve associated affliction, -60%; Physical, +50%; PM, -10%; Reduced Time 1, +20%) [2 + 2/level]. Notes: PM and Ensorcelment are placeholders for limitations you choose when you select your ensorcelment source and ensorcelment tradition (below). Cancellation allows you to end afflicted effects with a touch or a ranged activation roll (see GURPS Psionic Powers, p. 13). Lengthy-Catalog Slotted Cosmic Power is a modular ability which costs 5 points per slot and 5 points per point, and takes only 1 second to allocate a trait.

Ensorcelment Sources

An ensorcelment source describes the origin for the energies that a mage controls.

The Ensorcel ability uses a generic -10% power modifier, easily suited to a Divine or Magical ensorcelment source, but other sources may require some adjustment, either to the ability’s point cost or to the source’s power modifier.

In addition to the restrictions imposed by a power modifier, each source has its own minor benefits and drawbacks that further define its character. GMs are encouraged to modify these characteristics to fit their setting.

Divine
-10%

The restrictions of a divine source depend on the nature of the divine beings granting the power. See Divine, GURPS Powers, pp. 26-27, for examples of restrictions appropriate for good, evil, and other divine beings.

Add your Power Investiture level to your IQ when you learn ensorcelment skills.

Special Rules for Divine Ensorcelment

Divine Anger: If you roll a critical failure while trying to control divine energies (any use of the Ensorcel ability) you risk angering the gods. The GM makes a reaction roll for the gods. On a reaction of Poor or worse, the gods are angered and revoke your power until you display proper contrition (such as an hour of prayer).

Divine Control: You can ask your gods for greater control. This gives you a bonus not exceeding your Magery level to any Ensorcelment skill roll, increasing your effective skill (including possibly increasing the chance of a critical success and reducing the chance of a critical failure). Each +1 to skill you accept costs you 1 FP.

Magical
-10%

Your Ensorcel ability is affected by the local level of mana (p. B235), and can be affected by certain advantages and spells. See Magical, GURPS Powers, p. 27.

You must have Magery 0+ to learn the magical Ensorcel ability and you add your Magery level to IQ when you learn ensorcelment skills.

Special Rules for Magical Ensorcelment

Tiring Use: Controlling or using magical energies is tiring. Increase the FP cost by 1 FP for any combat in which you use your Ensorcel ability or an ability granted by a magical ensorcelment (see Fighting a Battle, p. B426). Out of combat, intense use of abilities (with skill rolls every second or so) costs 1 FP per minute; long-term but relatively continuous use of abilities costs 1 FP per hour.

Untrained Improvisation: For mages who control magical energies, all ensorcelment skills default to IQ-6 – the Rule of 20 applies (p. B173). If using a prerequisite system, you must know all of a skill’s prerequisites before you can use it at default. When using an ensorcelment skill at default, you may not modify it with an ensorcelment technique.

Spirit
-10%

The standard Spirit source presented in GURPS Powers is a -25% power modifier for fickle spirits, or -5% for non-fickle spirits, which will require that you recalculate the cost of the Ensorcel ability or else adjust the power modifier. Below are some -10% versions of a Spirit source.

Spirit (Ancestor): Your power is provided by your ancestor spirits mediating with other spirits (insulating you from their capriciousness) or producing the effects themselves. You can generally treat the assisting spirits providing your abilities as simple sources of power whose actions are controlled by your own skill. Ancestor spirits only grant abilities to those who feel a strong sense of commitment to their entire extended family (the breadth of the commitment will depend on culture and family history, and exceptions may exist for rogue and exiled members, rival family branches, etc.), requiring a -5 point Sense of Duty (-5%). If you act against your extended family, your power is immediately suspended (+0%) until you demonstrate severe repentance: a month’s labor for the family, a sacrifice or donation worth a month’s income, etc. (-5%).

Spirit (Influence): Your power is provided by spirits whose willingness to work for you is constantly tested. Before any success roll to use your abilities you must make a reaction roll (or Influence roll) with the usual modifiers. On Neutral or better, your power works as usual; Very Good gives +1 to the success roll and Excellent gives +2. On Bad or Poor, your power fails gracefully – it fails to activate, or shuts off in a manner which doesn’t endanger you; on Very Bad or worse, your power fails and endangers you in some way. You can try again, once per second, at a cumulative -1 penalty per attempt – this penalty can be eliminated only by going one hour without using your power (-5%). In addition, certain spells and abilities can block your access to these spirits, and some of your effects can be ended with the mundane skill of Exorcism (-5%).

Special Rules for Spirit Ensorcelment

Trading Fatigue for Skill: …

Collateral Damage: …

Consecration: …

Last edited by munin; 11-27-2013 at 06:59 PM.
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Old 11-26-2013, 03:39 PM   #2
munin
 
Join Date: Aug 2007
Location: Vermont, USA
Default Re: Ensorcelment Magic

Ensorcelment Traditions

An ensorcelment tradition defines the manner or means of summoning and controlling supernatural energies. Choose an ensorcelment tradition when you learn the Ensorcel ability.

Focus Objects: Most Ensorcelment traditions require an object to focus Ensorcelment energies. If you are deprived of this item, your powers may be weakened or unusable. Once a new focus object is acquired, you must spend one week attuning it to your own energies through concentration, prayer, ritual, etc. Alternatively, the GM might require you to craft your focus object as part of the necessary attunement.

The GM might allow you to purchase your focus object as Signature Gear. This doesn’t prevent it from being stolen or even destroyed, but the GM should give you an opportunity to recover a stolen focus object and should reduce the time required to attune yourself to a new focus object if your old one is destroyed (for example, one day instead of one week).

Athame

You control supernatural energies with brief rituals empowered by ritually-significant materials and an athame.

An athame is a ceremonial double-sided dagger between 6 and 12 inches long. Use the statistics for a Fine Small Knife or Fine Large Knife (pp. B272, 274). Some traditions require an athame to have dull edges – such knives do only crushing damage if used as a weapon.

Activation: To use your Ensorcel ability you must wield your athame – if your athame is broken or stolen, you cannot use your ability until it is repaired, recovered, or replaced. To cast an ensorcelment you must perform ritualistic gestures and spoken invocations, and expend inexpensive material components associated with the desired effect (e.g., a pinch of sulfur for a fireball, a handful of holly berries to give a blessing, etc.).

Ensorcelment (Athame): Breakable, DR 6, SM -5 or -6, -20%; Can Be Stolen, Quick Contest of ST, Not immediate usable by thief, -15%; Requires Gestures, -10%; Trigger, Very Common, -10%.

Familiar

Your control of supernatural energies depends on the presence of a creature attuned to your magic – a familiar.

The GM determines your familiar’s traits. In addition to their racial traits, familiars usually have Sense of Duty (Master) [2] and Wealth (Dead Broke) [-25]. Animal familiars are frequently more intelligent than others of their species (they might even be sapient). You and your familiar might share other supernatural abilities, related to your Ensorcel ability or not, such as a Special Rapport, or a Mindlink and Telesend for telepathic communication.

You must purchase your familiar with the Allies advantage with the Special Abilities enhancement. One or more of the Minion, Summonable, and Sympathy modifiers are common but not required. If you lose your familiar, you will have to acquire a new one before spending one week to attune it to your abilities.

Activation: To use your ability, your familiar must be conscious and alert (not stunned, dazed, etc.), and in contact with you in some way – physical, visual, audible, and even telepathic contact are common but other forms of contact might be allowed. In addition to your ability’s listed activation requirements you must perform ritualistic gestures and spoken invocations.

Ensorcelment (Familiar): Granted By Familiar, -40%; Requires Gestures, -10%; Requires Magic Words, -10%.

Fetish

You command the service of spirits bound to objects, facilitated by minor material sacrifices.

A fetish is …

Fetish (TL0). A fetish is usually crafted by the Ensorcelment mage themselves from natural materials. Crafting a fetish requires one hour and a successful roll against an appropriate Artist or Ritual Magic skill.

Activation: To cast an ensorcelment you must brandish your fetish – if your fetish is broken or stolen, you cannot use your ability until it is repaired, recovered, or replaced. You must also verbally invoke your fetish’s spirit and make a minor offering (food, drink, money, etc. worth no more than 1% of the campaign’s average starting wealth).

Ensorcelment (Fetish): Breakable, DR 2 or less, SM -7 or -8, -25%; Can Be Stolen, Quick Contest of ST, Not immediately usable by thief, -15%; Requires Magic Words, -10%; Trigger, Very Common, -10%.

Grimoire

Your abilities stem from magical writings or symbolic drawings organized into a book called a grimoire.

Grimoire (TL3). … $100, 6 lb.

Activation: To use your ability you must carry your grimoire – if your grimoire is destroyed or stolen, you cannot use your ability until it is repaired, recovered, or replaced. Your ability only works at full strength if you spend one minute reading from your grimoire immediately before activating your ability. As long as you are carrying your grimoire (even in your pack), you can use your ability without preparation but it will work at only half-strength (see Weakened Abilities, below).

Ensorcelment (Grimoire): Breakable, DR 2 or less, SM -5 or -6, -30%; Can Be Stolen, Quick Contest of ST, Not immediately usable by thief, -15%; Weakened Without Immediate Preparation, 1 minute, -15%.

Holy Symbol

You control Ensorcelment energies by wielding a holy symbol and invoking your god’s favor.

Holy Symbol (TL0). See Dungeon Fantasy 1: Adventurers, p. 26. $50, 1 lb.

Activation: To use your ability you must brandish your holy symbol – if your holy symbol is broken or stolen, you cannot use your ability until it is repaired, recovered, or replaced. In addition to your ability’s listed activation requirements you must verbally invoke your god’s aid. You must continue to invoke your god’s aid constantly to keep your ability active and anyone who hears your invocation can identify your ability with an appropriate knowledge roll.

Ensorcelment (Holy Symbol):
Breakable, DR 4, SM -5 or -6, -25%; Can Be Stolen, Quick Contest of ST, Not immediate usable by thief, -15%; Requires Magic Words, Continuous, -20%.

Staff

You control Ensorcelment energies by wielding a magic staff.

Magic staffs (or staves) come in many different styles and shapes. For a relatively simple staff that can also be used in combat, use the statistics for a Fine Quarterstaff (pp. B273, B274).

Activation: To use your ability you must wield your staff – if your staff is broken or stolen, you cannot use your ability until it is repaired, recovered, or replaced. That’s it!

Ensorcelment (Staff): Breakable, DR 2, SM 0, -45%; Can Be Stolen, By quick contest of ST, Not immediately usable by thief, -15%.

Talisman

You summon Ensorcelment energies by sacrificing a crafted object (paper talismans, carved sticks, etc.). (details for crafting talismans: minor materials, minimum 1 minute, skill roll)

Activation: To use your ability you must perform ritualistic gestures and speak magic words. Each use consumes one talisman.

Ensorcelment (Talisman): Requires Gestures, -10%; Requires Magic Words, -10%; Trigger, Rare, -40%.

Wand

You control Ensorcelment energies by making precise gestures with a magic wand.

Like magic staffs, magic wands come in many different styles and shapes. For a relatively simple wand that can also be used in combat, use the statistics for a Fine Baton (pp. B273, B274).

Activation: To use your ability you must wield your wand – if your wand is broken or stolen, you cannot use your ability until it is repaired, recovered, or replaced. In addition to your ability’s listed activation requirements, you must make gestures with your wand and make spoken invocations (gestures and invocations can each be skipped but this halves your Ensorcel level for this use – skipping both reduces your Ensorcel level to one-quarter its usual level).

Ensorcelment (Wand): Breakable, DR 1, SM -3 or -4, -35%; Can Be Stolen, By quick contest of ST, Not immediately usable by thief, -15%; Weakened Without Gestures, -5%; Weakened Without Magic Words, -5%.
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Old 11-26-2013, 03:39 PM   #3
munin
 
Join Date: Aug 2007
Location: Vermont, USA
Default Re: Ensorcelment Magic

Meta-Ensorcelments

Meta-ensorcelments are effects you add to an ensorcelment that change how the Ensorcel ability works, rather than producing different results on the subject. …

Meta-Ensorcelment Skills vs. Ensorcelment Techniques:
Ensorcelment techniques modify the ensorcelment effect, while meta-ensorcelment skills modify the ensorcelment process. While meta-ensorcelments count as additional effects for determining multiple-effect penalties, ensorcelment techniques simply modify an effect so don’t contribute to multiple-effect penalties.

Meta-ensorcelment skills can give a mage great flexibility. GMs should consider carefully which meta-ensorcelment skills will be allowed in the setting and how their use will be permitted.

Curse
IQ/Hard
Points: 4. Prerequisite: Magery 1.

The effects of your ensorcelment are permanent and can only be removed by the Remove Curse ensorcelment (or similar specialty effects such as the Remove Curse spell, GURPS Magic, p. 126). Curses do not stack with similar effects from other curses or ensorcelments – to increase the effect of a curse, you must cast a new curse at a higher level.

Using this effect costs one character point and cannot be combined with any beneficial ensorcelment (GM’s decision). The GM may allow or require you to substitute other payments for the character point cost, such as one month’s income spent on a sacrifice or exotic cursing materials, or 200 hours of preparatory labor, prayer, or ritual.

Cannot be combined with the Defensive, Enchant, or Extend Duration meta-ensorcelments.

Statistics: Cosmic, Curse, +50%; Extended Duration, Permanent, +150% [20]; Costs Character Point, ×1/5.

Defensive
IQ/Hard
Points: 0.

You can use your Ensorcel ability as a free action, even on someone else’s turn. You can only combine this meta-ensorcelment with effects which are defensive in nature, in response to an attack you are aware of against the subject, and your Ensorcel success roll is at an additional -4 (in addition to multiple effect penalties). Effects last only one second, instead of minutes equal to margin of success.

Cannot be combined with the Curse, Enchant, or Extend Duration meta-ensorcelments.

Statistics: Fixed Duration, +0%; Reduced Duration, ×1/180, -40%; Reflexive, +40% [0].

Delay
IQ/Hard
Points: 2, 5 or 10.

You can delay the onset of your ensorcelment, putting off the time its “duration clock” starts ticking. This increases the ensorcelment’s cost by 2 for a duration specified when you cast the ensorcelment, by 5 if triggered by your command, and by 10 if triggered by an event specified when you cast the ensorcelment.

A delayed ensorcelment counts as an active effect for determining penalties for multiple ensorcelments on a subject.

Statistics: Delay, Variable, +20% [2] or Delay, Triggered, +50% [5] or +100% [10]. The +100% version of Delay is described in GURPS Powers (p. 102).

Enchant
IQ/Hard
Points: 11. Prerequisite: Magery 2.

You can perform enchantments by granting or improving traits associated with an ensorcelment you know.

Before you can use this ensorcelment, you must spend 1 hour in preparation, defining and shaping the energies to be enchanted.

Using this effect costs one character point for every point of advantages or ten points of disadvantages granted. The GM may allow or require you to substitute other payments for each character point, such as one month’s income spent on a sacrifice or exotic enchantment materials, or 200 hours of preparatory labor, prayer, or ritual.

You can also use this ability to remove enchantments – this costs one character point for every ten points of advantages or one point of disadvantages removed. If your setting permits, this ability can also be used to enchant living creatures, granting them supernatural traits and abilities, in which case the GM may allow or require the subject to pay part or all of the character point cost in your stead.

Cannot be combined with the Curse, Defensive, or Extend Duration meta-ensorcelments.

Statistics: Cosmic, Enchantment, +50%; Cumulative, +400%; Extended Duration, Permanent, +150%; Preparation Required, 1 hour, -50% [55]; Costs Character Points, ×1/5.

Extend Duration
IQ/Hard
Points: 2 per level.

You can increase the duration of your ensorcelment effect, but this also increases the time required to use your Ensorcel ability and incurs an FP cost. The Extend Duration Table below shows the total concentration time, FP cost, and resulting duration interval of the ensorcelment’s effects at each level (minimum duration is one duration interval). For example, if you want an ensorcelment that is sure to last the night or more, concentrate for ten minutes and spend 3 FP – on success, the ensorcelment lasts for 12 hours times your margin of success (minimum 12 hours).

When you use your Ensorcel ability without defining other effects in order to stun someone, Extend Duration increases the time between rolls to recover: 10 seconds at level 1, one minute at level 2, and 12 minutes at level 3.

For longer durations, use the Enchant meta-ensorcelment. Cannot be combined with the Curse, Defensive, or Enchant meta-ensorcelments.

Extend Duration Table

Level
Time
FP
Duration Interval
1
5 seconds
1 FP
10 minutes
2
1 minute
2 FP
1 hour
3
10 minutes
3 FP
12 hours

Statistics: Add Costs Fatigue, 1 FP, -5%; Extended Duration, ×10, +40%; and Takes Extra Time 2, -20% (net +15%). Level 2 adds Costs Fatigue, 2 FP, -10%; Extended Duration, ×60, +80%; and Immediate Preparation Required, 1 minute, -30% (net +40%). Level 3 adds Costs Fatigue, 3 FP, -15%; Extended Duration, ×720, +120%; and Immediate Preparation Required, 10 minutes, -45% (net +60%).

Long-Range
IQ/Hard
Points: 5 per level. Prerequisite: Magery 3. Maximum: Magery × 1/3.

This technique changes the range penalties you use with your Ensorcel ability. At level 1, use standard range penalties (p. B550). At level 2, use Long-Distance Modifiers (p. B241). At level 3 (the maximum), your Ensorcel ability takes no penalties for range.

Statistics: Long-Range, +50%/level [5/level].

Mass Ensorcelment
IQ/Hard
Points: 5 per level. Prerequisite: Magery 3. Maximum: Magery × 1/2.

At level 1, your ensorcelment affects all subjects within an area with a two-yard radius (range penalties are to the center of the area). Each additional level doubles the radius of the area. If the effect allows you to define specifics when used, these must be the same for all subjects affected. If any subjects choose to resist, use your success roll result against each resister in a Quick Contest.

Statistics: Area Effect, +50%/level [5/level].

Selective (Hard)
Points: 2. Default: Mass Ensorcelment-2; cannot exceed Mass Ensorcelment.

You can choose to exclude certain subjects from the ensorcelment. Statistics: Selective Area, +20% [2].

Overcome Resistance
IQ/Hard
Points: Special.

Imposes a penalty equal to its level on the subject’s resistance roll. Each level costs 18 points plus the cost of all other effects – i.e., level 1 costs 18 points and doubles the cost of all other effects, level 2 costs 36 points and triples the cost of all other effects, etc.

Statistics: Increase the Affliction level of the Ensorcel ability by 1/level [18/level].

Plane-Spanning
IQ/Hard
Points: 10 for beneficial effects, 15 for attacks. Prerequisite: Magery 3.

You can target other planes of existence. If the target plane overlaps your current plane (or there is some other way to map locations in one plane to the other), find the distance in space as if you and your subject were on the same plane. For non-overlapping planes, determine the distance in space as the shortest path from you to the target by way of some planar connection between your plane and theirs (e.g., an open planar gate) – if no such path exists, you must combine this ensorcelment with three levels of the Long-Range meta-ensorcelment to remove the effects of range on your ensorcelment.

Statistics: Plane-Spanning, +100% [10]. Attacks add Cosmic, Plane-Spanning Attack, +50% [+5] (see World-Spanning and Time-Spanning, p. P109).

Stealthy
IQ/Hard
Points: 2.

You can suppress your Ensorcel ability’s supernatural signature to avoid supernatural detection. Rolls to detect use or effects of your Ensorcel ability are at -8.

Statistics: Low Signature, Supernatural, +20% [2].

Last edited by munin; 11-26-2013 at 03:51 PM.
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Old 11-26-2013, 03:40 PM   #4
munin
 
Join Date: Aug 2007
Location: Vermont, USA
Default Re: Ensorcelment Magic

Variations

The Ensorcel Ability

Modifying the Ensorcel Ability

The Ensorcel ability is one of the most flexible and powerful abilities an Ensorcelment mage can have. As written it is appropriate for an adventurer in a medium fantasy setting.

Nerfing Ensorcel

To reduce Ensorcel’s effectiveness, consider increasing the fatigue cost, adding Takes Extra Time or even Preparation Required, limiting the number of uses per day, adding an onset or recharge period, or making it unreliable.

Increase Fatigue Cost [-0.5/level]: Increasing Ensorcel’s fatigue cost reduces the number of times the ability can be used at any one time and requires a mage to balance spells and other physical exertions. Remember to round up the point cost of each advantage in an ability before adding them together.

Adding Temporary Immunity [-1/level]: The Increased Immunity limitation (GURPS Psionic Powers, p. 21) adds cumulative penalties to skill, or temporary or even permanent immunity, for multiple attempts to ensorcel those who have successfully resisted before. One or two levels produce modest difficulties overcoming failures, three levels produces significant difficulties, and four levels means you only get one failure against each individual and then they’re immune. Adding such consequences for failure means mages will be more likely to take their time to ensure they have the skill needed to get results.

Increasing Range

Increasing Malediction 1 to Malediction 2, +150% [+5] or Malediction 3, +200% [+10] will change the ranged penalties to those of the Size and Speed/Range Table (p. B550) or Long-Distance Modifiers (p. B241) respectively. Adding Long-Range 1, +50% [+5] to Malediction 3 will remove distance penalties completely. Ranged penalty modifiers better than Malediction 1 are only appropriate for cinematic mages, such as in a high fantasy or supers setting.

Adding an Effect Maintenance Cost

Like other abilites based on Affliction, the Ensorcel ability is fire-and-forget – you pay the FP cost to use Ensorcel and then it lasts as long as it lasts, with no further input from you.

To add an energy maintenance cost to Ensorcel, add Temporary Disadvantage, Dependency (No active ensorcelments) as a limitation to the Ensorcel ability. No active ensorcelments is fairly easy for a mage to arrange, so this Dependency has a base cost of -5 for being Very Common. Multiplying this base cost for the frequency of maintenance, we get -25% for 1 FP per minute (reducing the cost of Ensorcel by three), -20% for 1 FP per 10 minutes after an hour of active ensorcelments, or -15% for 1 FP per hour after a full day of active ensorcelments (both reduce the cost of Ensorcel by two points). FP lost to this Dependency cannot be restored while you have any active ensorcelments in effect.

Ensorcelment Sources

High-Tech
-10%

In some settings magic may be controlled by technological means, or else technology may be so mysterious that it’s simply treated as magic.
Buying Abilities: In some settings, high-tech abilities must be purchased with cash as well as character points. Use the Surgical Modifications rules (p. B295) for implanted technologies ($1,000 and one day of recovery per character point of abilities added). Some transformations, such as nanotech in some settings, might require no recovery time – double the cost if no recovery time is required.

Maintenance: Most high-tech abilities represent gadgets that require maintenance at some regular interval. If maintenance is missed, the ability effectively acquires Malfunction 16 causing the ability to fail on any skill roll of 16 or more. Each additional missed maintenance reduces the ability’s malfunction number by 1 – if the the malfunction number drops below 12, the ability stops working completely.

Repairs: Increasing the malfunction number by 1 (or removing it if at 16) is a major repair requiring parts worth 1d × $100 × the ability’s character point cost, appropriate tools, half an hour, and a successful roll against an appropriate repair skill. Apply Equipment Modifiers (p. B345), Time Spent modifiers (p. B346), and a -1 penalty if the ability costs more than 10 character points, -2 if more than 100, and -3 if more than 1,000.

New Power Modifiers

The High-Tech source is introduced on p. B34, but no guidance is given on its limitation value. A number of High-Tech power modifier write-ups are presented in GURPS Supers (p. 34) with modifier values ranging from -10% to -30%. Below are two more versions at the -10% level.

High-Tech (Mana Circuitry): Your power is controlled by complex mana circuitry. Your abilities require weekly maintenance, at 1 hour per ability, or they risk malfunctions (-5%) – use Electronics Repair (Mana Circuitry) to maintain and repair abilities. In addition, your mana circuitry also generates subliminal mental noise or ephemeral sensory illusions in those nearby (within 10 yards), giving -1 on appropriate reaction and stealth rolls (-5%). TL^.

High-Tech (Nanotech): Your powers come from nanotech, either by manipulating matter directly to simulate magical effects or by manipulating supernatural energies. Your abilities require weekly maintenance, at 1 hour per ability, or they risk malfunctions (-5%) - use Mechanic (Nanomachines) to maintain and repair abilities. In addition, your abilities can be countered by nanotech designed by adversaries (-5%). TL10.

Nature
-10%

Nature is the source of Ensorcelment powers for druids and other mages who specialize in animal, plant, or weather powers. Elemental powers might also be considered part of the natural world.

The standard Nature source presented in GURPS Powers is a -20% power modifier, which will require that you recalculate the costs of abilities presented herein or else adjust the power modifier. The easiest way to adapt this source to a standard -10% modifier is to choose only one countermeasure for your power, civilization or technology.

Nature (Wilderness): Your power channels the natural energy that surrounds all living things. This exists even in the driest deserts and on the most barren peaks, but the ravages of civilization interfere with it, acting as a mundane insulator against your power (-10%). You’re at -1 to use your abilities in a despoiled wild place such as a clear-cut forest, -3 in a city, -5 amidst ordinary pollution, and -10 in a poisoned wasteland.

Nature (Lifestyle): Your power comes from living a natural lifestyle, free from the evils of technology. Technology used by you or in your possession acts as a mundane countermeasure to your power (-10%). You’re at a penalty equal to half the TL (round up) of the most advanced manufactured item you’re carrying, wearing, or riding in or on. Use the full TL of implants. Thus, a TL3 sword gives -2, while a TL8 pacemaker gives -8.

Last edited by munin; 11-26-2013 at 04:04 PM.
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Old 11-26-2013, 03:40 PM   #5
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Join Date: Aug 2007
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Default Re: Ensorcelment Magic

Variations (cont.)

Ensorcelment Skills

Eliminating Skills Entirely

The way that the Ensorcel ability is built, there really is no requirement to have skills at all, other than for balance and flavor. If skills are removed, an ensorcelment mage simply rolls against IQ for all effects (or combination of effects, at no penalty), without needing to study or learn skills. This produces an extremely flexible mage, suitable for a highly-cinematic magic or supers campaign. Mages are still limited to the effects defined in this book, but even this restriction can be eliminated by improving the Lengthy-Catalog Slotted Cosmic Power to an unrestricted Slotted Cosmic Power, for a single character point.

Designing New Skills

Design Patterns

Forbidden Traits: Don’t build effects based on changing a character’s Basic Speed, HP, or FP. Changing these values just complicates matters too much in the middle of combat – changing your Basic Speed won’t affect your order in the turn once combat time has begun, and changing HP and FP complicates keeping track of injury and FP loss and can have weird effects when crossing back and forth over various level checks (such as levels of HP for death checks). Instead of adding Basic Speed, add Enhanced Dodge and Basic Move. Instead of HP, consider Damage Resistance (Ablative or Semi-Ablative), Injury Tolerance (Damage Reduction), or Regeneration. Instead of FP, consider Energy Reserve or Regeneration (FP Only).

Maximum Level

It is up to the GM to set the power level of the campaign. The maximums recommended here are appropriate for high fantasy/sword and sorcery campaigns – campaigns based on other genres will need to make adjustments.

For most abilities, the recommended maximum level will simply be equal to Magery.

Binding and Telekinesis: For abilities based on advantages whose level represents an alternate attribute score bought up from zero, such as Binding ST or Telekinetic ST, the recommended maximum is Magery × 5.

Damage Resistance: For DR which works against any kind of damage, the recommended maximum is Magery. For DR limited to a Very Common damage type (see Limited Defenses, p. B46), Magery × 2; for Common, Magery × 3; for Uncommon, Magery × 4; and for Rare, Magery × 5.

Innate Attack: For attacks which target a single individual, the recommended maximum is three dice of damage per level of Magery. For attacks which target multiple individuals, one dice of damage per level of Magery. For follow-up and linked attacks, 1 point of damage per level of Magery.

Magery Prerequisites

The ensorcelment skills use the following guidelines for determining an effect’s minimum Magery level:
Magery 0: Simple communication, detection and analysis effects.
Magery 1: Complex communication, detection, and analysis effects; simple control effects; and simple non-damaging attacks.
Magery 2: Complex control effects; complex non-damaging attacks; simple creation and destruction effects; and simple damaging attacks.
Magery 3: Complex creation and destruction effects; complex damaging attacks; and miraculous effects.

Ensorcelment Skill Descriptions

Each ensorcelment skill description includes the following information:

Name: Skills marked with a dagger (†) require you to choose a specialty (see Specialties, p. B169). Skills marked with a TL are only available at that TL or higher.

Type: All ensorcelment skills are IQ/Hard skills. Ensorcelment skills described as “Resisted by (Attribute)” are resisted by the indicated attribute instead of HT.

Points: The number of points required to use the skill. The total number of points of all effects in an ensorcelment can not exceed your Ensorcel level.

Prerequisite:

Maximum: For most ensorcelment skills with open-ended levels, the maximum level is equal to your Magery (in which case this entry is absent from the ability’s write-up) – i.e., if you have Magery 3, you can’t define or produce an effect with a level higher than 3. Although multi-effect ensorcelments can’t have any individual effect exceeding the maximum level, there is no cap on the sum of effect levels – with Magery 3 you could have any number of level 3 effects in one ensorcelment.
Some skills recommend a different maximum level, usually some multiple of Magery. GMs are encouraged to modify any maximum level assumptions to fit the power level of their campaign.

Description: Describes either an ability that the subject gets one use of, or a trait or condition the subject gains (positive or negative) for the duration of the ensorcelment.

Statistics: Each ability includes a full write-up of the specific modifiers being added to the Affliction advantage which serves as the foundation of the Ensorcel ability. This is useful if you wish to understand the construction of the effect or if you want to modify the effect, but can be ignored in play.

Last edited by munin; 11-27-2013 at 02:36 PM.
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Old 11-26-2013, 04:13 PM   #6
munin
 
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Default Re: Ensorcelment Magic

This is probably the only "college" of ensorcelment skills I'll be posting, as it's the only one reasonably complete.

Air Ensorcelments
(1 of 4)


Many Weather ensorcelments (p. XX) can also be learned as Air ensorcelments. Lightning ensorcelments (p. XX) may also be considered Air ensorcelments in some settings.

Air Armor
IQ/Hard
Points: 5 per level.
Prerequisite: Magery 1 (simple control).
Maximum: Magery × 2.

A field of air around the subject’s entire body and gear reduces physical damage by an amount equal to the effect’s level (this ability has no effect on damage which is not physical).

Statistics: Advantage, Damage Resistance 1/level (Force Field, +20%; Limited, Physical, -20%) [5/level], +50%/level.

Air Concussion
IQ/Hard
Points: 10 per level.
Prerequisite: Magery 2 (complex non-damaging attack).

The subject can make a single ranged attack (Projectile, 1/2D –, Max 100, Acc 3). Wherever the attack lands the air explodes in a concussion of air. Everyone within two yards must roll vs. HT (modifiers: a bonus equal to average of torso and head DR; +1 per yard from the center; -1 for each level above the first) or be physically stunned (p. B420, HT rolls to recover with the same modifiers).

This attack only works if the victims are surrounded by air; it won’t work in a vacuum or underwater.

Statistics: Advantage, Affliction 1/level (HT; Area Effect, 2 yards, +50%; Dissipation, -50%; Environmental, Air, -5%; Increased 1/2D, ×10, +15%; Limited Use, 1 use/ensorcelment, -10%) [10/level], +100%/level.

Daze
Hard
Default: Air Concussion-3; cannot exceed Air Concussion.
Points: 3 per level.

Victims are first dazed (p. B428) for 5 seconds × their margin of failure, and are then physically stunned. Statistics: Add Incapacitation, Daze, +50%; Reduced Duration, 1/12, -20% to Affliction.

Deafen
Hard
Default: Air Concussion-2; cannot exceed Air Concussion.
Points: 2 per level.

Victims suffer Deafness (p. B129) for minutes equal to their margin of failure, instead of being stunned. Statistics: Add Disadvantage, Deafness, +20% to Affliction.

Unconsciousness
Hard
Default: Air Concussion-4; cannot exceed Air Concussion.
Points: 4 per level.

Victims whose margin of failure is 5 or more, or who roll a critical failure, first fall unconscious (p. B429) for minutes equal to their margin of failure, and are then physically stunned (p. B420). Statistics: Add Secondary Unconsciousness, +40% to Affliction.

Air Deflection
IQ/Hard
Points: Varies.
Prerequisite: Magery 1 (simple control).

A field of air around the subject deflects attacks, granting a bonus to defenses equal to the effect’s level:

Air Block: Gives a bonus to all blocks (5 points per level).
Air Dodge: Gives a bonus to all dodges (15 points per level).
Air Parry: Gives a bonus to all parries (10 points per level).

You can ensorcel more limited versions of this effect: Air Block (the bonus only applies to blocks; 5 point per level); Air Dodge (the bonus only applies to dodges; 15 points per level); and Air Parry (the bonus only applies to parries; 10 points per level).

Statistics: Advantage, Enhanced Block 1/level [5/level], +50%/level; Advantage, Enhanced Parry 1/level (All) [10/level], +100%/level; Enhanced Dodge 1/level [15/level], +150%/level.

Air Form
IQ/Hard
Points: 34/67 for levels 1-2.
Prerequisite: Magery 3 (miraculous).

The subject’s body transforms into air. At level 1 the subject gains the Body of Heavy Air meta-trait (below) granting them immunity to metabolic hazards and making them diffuse, but removing the ability to carry or manipulate objects. At level 2, the subject gains the Body of Air meta-trait (p. B262), gaining flight and a vulnerability to wind and vacuum attacks, and losing the requirement to breathe.

All of the subject’s gear is absorbed into their new form and is unusable while they are transformed. At the end of the ensorcelment’s duration, the subject transforms back to their original form and all of their gear reappears.

Statistics: Advantage, Alternate Form (Body of Heavy Air, 0 points; Absorptive Change, Extra-Heavy Encumbrance, +25%; Reduced Time 5, Instantaneous, +100%) [34], +340%. Level 2 is Advantage, Alternate Form (Body of Air, 36 points; Absorptive Change, Extra-Heavy Encumbrance, +25%; Reduced Time 5, Instantaneous, +100%) [67], +520%.

New Meta-Trait

Body of Heavy Air:
ST 0 [-100]; +10 HP [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; No Legs (Aerial) [0]; No Manipulators [-50]; and Taboo Trait (Fixed ST) [0]. 0 points.

Air Manipulation
IQ/Hard
Points: 5 per level.
Prerequisite: Magery 2 (complex control).
Maximum: Magery × 5.

The subject can induce precision air pressures to manipulate objects within 10 yards as if they were grasping them in a pair of hands with an effective ST equal to the effect’s level. This requires constant concentration (Concentrate maneuvers in combat).

Statistics: Advantage, Telekinesis 1/level [5/level], +50%/level.

Air Semblance
IQ/Hard
Points: 54.
Prerequisite: Magery 3 (miraculous).

The subject (but not their gear) takes on the appearance of air, granting them near-invisibility. They are completely invisible when motionless, but can be seen with a Vision-6 roll when moving (and can be targeted at the same penalty).

The subject is not invisible when surrounded by visible materials that are not air (such as fog, dust, etc.) or when underwater.

Statistics: Advantage, Invisibility (Accessibility, Only in air, -5%; Affects Machines, +50%; Fringe, -10%) [54], +540%.

Affect Gear
Hard
Default: varies; cannot exceed Air Semblance.
Points: varies.

The subject’s gear is also affected. No encumbrance defaults to Air Semblance-1 (4 points), Light encumbrance defaults to Air Semblance-2 (8 points), Medium encumbrance defaults to Air Semblance-5 (20 points), Heavy encumbrance defaults to Air Semblance-10 (40 points), and Extra-Heavy Encumbrance defaults to Air Semblance-15 (60 points). Statistics: Add Can Carry Objects to Invisibility: +10% for No encumbrance, +20% for Light encumbrance, +50% for Medium encumbrance, +100% for Heavy encumbrance (all p. B63), and +150% for Extra-Heavy encumbrance (see GURPS Psionic Powers, p. 19).

Air Sense
IQ/Hard
Points: 10.
Prerequisite: Magery 0 (simple detection).

The subject gains a feeling for the air around them, allowing them to sense creatures and objects by the way that air moves around them. This perception is not limited by line-of-sight, all that is required is a continuous path through air from the subject.

The subject always has a general sense of the terrain around them (including the presence of walls and other obstacles) and a vague sense of the space they’re in (whether it is open space, a room, a cavern, etc.), but they cannot discern details.

To locate moving creatures or objects, the subject can make a Perception roll (with separate bonuses for the object’s size and speed, and separate penalties for range and ambient wind speed; see the Size and Speed/Range Table, p. B550). On success, the subject determines the creature or object’s rough size, location, speed and direction of movement, and can target it with an attack (with the same sensory modifiers, maximum +0).

Statistics: Advantage, Vibration Sense (Air) [10].

Air Slice
IQ/Hard
Points: 3 per level.
Prerequisite: Magery 2 (simple damaging attack).
Maximum: Magery × 3.

The subject can injure foes by slicing them with air. The subject can make a single ranged attack (Projectile, 1/2D 10, Max 100, Acc 3) which deals 1d cutting damage per level. They can reduce the level of this attack to deal less damage. This ability only works if there is air around the target; it won’t work if the target is in a vacuum or trace atmosphere, or underwater.

Statistics: Advantage, Cutting Attack 1d/level (Environmental, Air, -5%; Limited Use, 1 use per ensorcelment, -40%; Variable, +5%) [3/level], +30%/level.

Enduring Ability
Hard
Default: Air Slice-4; cannot exceed Air Slice.
Points: 2 per level.

The subject is not limited to a single attack. They can make attacks for minutes equal to your margin of success. Statistics: Remove Limited Use from Cutting Attack.

Last edited by munin; 11-26-2013 at 04:26 PM.
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Old 11-26-2013, 04:17 PM   #7
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Default Re: Ensorcelment Magic

Air Ensorcelments (2 of 4)

Air Vision
IQ/Hard
Points: 30 for level 1, plus 6 for each additional level.
Prerequisite: …

The subject can see clearly through up to 40 yards of visual obscurements (smoke, fog, dust, etc.). Darkness and distance penalties apply normally. Each additional level after the first multiplies range by 10.

Statistics: Extra-Sensory Awareness (Increased Range, ×2, +10%; No Intercept, +50%; Vision-Based, Darkness Penalties Only, -10%) [30]. Level 2 adds Increased Range, ×10, +30%. Each additional level increases Increased Range by +30%. Extra-Sensory Awareness is a form of Scanning Sense (see GURPS Psionic Powers, p. 17).

Control Air
6 points per level

You can control the air.

When you activate this ability (which requires a Concentrate maneuver and a skill roll, in addition to any activation requirements of your Ensorcelment tradition, and a Concentrate maneuver each turn to maintain), you establish control over the air in an area around you (or in an area you are touching) with a radius in yards equal to your level.
While you have control of the air in an area, you can use it to
create a wind, imposing -1 DX per level
eliminate -1 per level in combat penalties, such as …


Statistics: Advantage, Control Air 1/level [20/level], +100%/level. Air is a Common “element” (20 points/level).

Control Air Elemental
IQ/Hard
Points: 50.
Prerequisite: Magery 2 (complex control).

The subject can seize control of an air elemental’s mind. The subject must roll a Quick Contest of their IQ (apply range penalties, p. B550) vs. the target’s Will. If the subject wins, the target will obey their every spoken command for 10 seconds × its margin of failure. If forced to act against its principles (such as a Code of Honor or a Vow – see Self-Imposed Mental Disadvantages, p. B121), roll another Quick Contest – if it ties, it refuses to obey the command but remains under the subject’s control; if it wins, it breaks free.

Statistics: Advantage, Mind Control (Hearing-Based, -20%; Independent, +70%; Reduced Duration, 1/3, -10%; Specialized, Air Elementals, -40%) [50].

No Memory
Hard
Default: Control Air Elemental-1; cannot exceed Control Air Elemental.
Points: 5.

The target will have no memories of anything that occurred while under the subject’s control. Statistics: Add No Memory, +10% to Mind Control.

Control Winds
IQ/Hard
Points: 66 per level.
Prerequisite: Magery 2 (complex control).

The subject controls winds in an area around them with a radius in miles equal to one-tenth the effect’s level.


While you have control of the wind in an area, you can choose its direction. Every two levels allows you to multiply or divide windspeed by 2 (an odd level, by 1.5), allowing you to increase or decrease wind-related modifiers by ±1 per level.


Statistics: Advantage, Control Winds 1/level (Emanation, -20%; Natural Phenomena, +100%) [27/level] + Control Winds 2/level (Does not increase area of effect, -50%; Emanation, -20%; Natural Phenomena, +100%) [39/level]. Wind is an Occasional “element” (15 points/level).

Create Air
5 points per level
Points: 4 per level.
Prerequisite: Magery 2 (simple creation).

You can create air from nothing.

When you use this ability (which requires a Concentrate maneuver, a skill roll, and 1 FP, in addition to any activation requirements of your Ensorcelment tradition), air is created in the area around you (or in an area you are touching) with a radius in yards equal to twice your level. …

The total volume of air created is equal to your level squared × 12 cubic yards; each cubic yard provides 30 minutes of breathable air for a human-sized individual at rest (air requirements scale in relation to weight).

Statistics: Advantage, Create 1/level (Air; Limited Use, 1 use per ensorcelment, -40%; Reduced Fatigue Cost 1, +20%) [4/level], +40%/level. Air is a Specific Item (5 points/level, GURPS Powers, p. 93).
Special Ensorcelment Techniques
Create Odor (defaults to skill-4): You create a specific odor instead of breathable air, but the radius is only one yard per level. Statistics: Create 1/level (Odor; Ensorcelment, -60%; PM, -10%; Reduced Fatigue Cost 1, +20%) [2.5/level].
Essential Air (defaults to ability skill-5): You create essential air instead of normal air. Essential air is … . Statistics: Cosmic, +50%.

Destroy Air
IQ/Hard
Points: 6 per level.
Prerequisite: Magery 2 (simple destruction).

The subject can make all air disappear, in an area with a radius in yards equal to the effect’s level. This requires a second of concentration and they must be in or touching the area to be affected.

This can create a vacuum in an airtight vessel or room. In open space it simply causes a brief in-rush of air which does 1 point of crushing damage per level to everyone within the affected area.

Statistics: Advantage, Create Air 1/level (Based on IQ, Ensorcelment Roll, +20%; Destruction Only, +0%; Limited Use, 1 use per ensorcelment, -40%; Reduced Fatigue Cost 2, +40%) [6/level], +40%/level. Air is a Specific Item (5 points/level, GURPS Powers, p. 93).

Specific
Hard
Default: Destroy Air-2; cannot exceed Destroy Air.
Points: 0.

Instead of destroying all air, you destroy only one specific gas or airborne mist or particulate within the area. If the destroyed gas still exists outside the area, it re-infiltrates at a rate of one yard per second (thus the radius of the affected area shrinks by one yard per second).
Destroying nitrogen (the major component of most air) produces a smaller in-rush of air, doing only 1 point of crushing damage per 2 levels to everyone within the area. Destroying oxygen causes those within to begin suffocating. Destroying airborne toxins removes their capacity to harm. Statistics: Change Create Air to create some other specific item! That’s it!

Detect Air
4 points
Points: 10.
Prerequisite: Magery 0 (simple detection).

The subject can detect the presence of air nearby.
When you use this ability (which requires one second of concentration in addition to any activation requirements of your Ensorcelment tradition), the GM will roll against your skill (modifiers: range penalties, p. B550). On success, you can sense the direction to the nearest presence of air and get a rough idea of its quantity.

Statistics: Advantage, Detect (Air; Cannot Analyze, -10%; Limited Use, 1 use per ensorcelment, -40%) [10]. Air is a Common substance (20 points, p. B48). Cannot Analyze means you can’t make a separate IQ roll to analyze the detected air (see GURPS Psionic Powers, p. 14).

Precise
Hard
Default: Detect Air-10; cannot exceed Detect Air.
Points: 20.

The subject learns the precise distance to the detected presence of air. Statistics: Precise, +100%.

Specific
Hard
Default: Detect Air-2; cannot exceed Detect Air.
Points: 2.

The subject can choose to detect a specific gas usually found in air (nitrogen, oxygen, argon, water vapor, carbon dioxide, etc.), or can choose to exclude known sources of air to search for other sources. Statistics: Selective Effect, +20%.

Float
IQ/Hard
Points: 12/20/34 for levels 1-3, plus 10 for each additional level.
Prerequisite: Magery 1 (simple control) for level 1, Magery 2 (complex control) for levels 2+.

Directionally increases air pressure under the subject to support them in mid-air. At level 1, a cushion of air slows the subject’s falls – they can subtract five yards from any fall and can roll against DX to halve falling damage (even if unable to move!).

At level 2, the subject gains the Walk on Air advantage (p. B97). At level 3, the subject can actually fly with an air Move of twice their Basic Speed, but wind changes their air Move by one yard per 5 mph of wind speed (a bonus if travelling with the wind, a penalty if not). Each additional level increases the subject’s air Move by 5 yards.

This ability only works if there is air to support the subject; it won’t work in a vacuum or underwater.

Statistics: Advantage, Catfall (Feather Fall, +20%), +120% . Level 2 is Advantage, Walk on Air [20], +200%. Level 3 is Advantage, Flight (Accessibility, Not Underwater, -5%; Lighter Than Air, -10%) [34], +380%. Further levels add Advantage, Air Move +5/level [10/level], +100%/level.
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Old 11-26-2013, 04:20 PM   #8
munin
 
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Default Re: Ensorcelment Magic

Air Ensorcelments (3 of 4)

Ignore Pressure
IQ/Hard
Points: 20.
Prerequisite: Magery 2 (complex control).

You stabilize gasses within the subject’s body, allowing them to ignore the effects of high pressure (p. B435) and vacuum (p. B437).

Statistics: Advantage, Pressure Support 3 [15], +150%; Advantage, Vacuum Support [5], +50%.

Obscure Smell
IQ/Hard
Points: 3 per level.
Prerequisite: …

The subject is surrounded by a field which reduces odors. All Smell rolls to notice or track the subject (and all of the subject’s own Smell rolls) are reduced by the effect’s level. At level 10 the subject is completely undetectable by smell and completely unable to smell anything.

Statistics: Advantage, Obscure 1/level (Smell; Always On, -50%; Stealthy, +100%) [3/level], +30%/level.

Defensive
Hard
Default: Obscure Smell-5; cannot exceed Obscure Smell.
Points: 1 per level.

The subject’s ability to smell is not affected. Statistics: Add Defensive, +50% to Obscure.

Poison Air
IQ/Hard
Points: 8 per level.
Prerequisite: …

The subject can make a single ranged attack (Projectile, 1/2D 10, Max 100, Acc 3). Wherever the attack lands, it creates a cloud of noxious gas. This cloud has a radius of 2 yards, lasts for 3d seconds, and drifts with the wind. Each turn, anyone who breathes the gas must make a HT roll or take 1d toxic damage per level (DR provides no protection). Anyone who makes a Sense-4 roll to notice the gas can hold their breath to avoid damage (see Holding Your Breath, p. B351); anyone with Doesn’t Breathe or Filter Lungs is immune.

Statistics: Advantage, Toxic Attack 1d/level (Area Effect, 2 yards, +50%; Drifting, +20%; Limited Use, 1 use per ensorcelment, -40%; Low Signature, +10%; Persistent, +40%; Resistible, HT, -30%; Respiratory Agent, +50%) [8/level], +80%/level.

Mobile
Hard
Default: Poison Air-4; cannot exceed Poison Air.
Points: 8 per level.

The subject can move their cloud up to 5 yards by taking a Concentrate maneuver. Statistics: Add Mobile 5, +200% to Toxic Attack.

Process Breath
IQ/Hard
Points: 5/20 for levels 1-2.
Prerequisite: Magery 3 (complex creation/destruction).

The subject is immune to respiratory agents. At level 2, the subject processes air internally, removing the necessity to breathe – “good” air (e.g., oxygen) is created directly in their lungs and “bad” air (e.g., carbon dioxide) is automatically removed. They can function without external air and cannot be harmed by choking or strangulation.

Statistics: Advantage, Filter Lungs [5], +50%. Level 2 is Advantage, Doesn’t Breathe [20], +200%.

Speak With Air
IQ/Hard
Points: 5.
Prerequisite: Magery 0 (simple communication).

The subject can hear spirits of air and wind.

Statistics: Advantage, Medium (Specialized, Air and Wind Spirits, -50%) [5], +50%.

Visual
Hard
Default: Speak With Air-4; cannot exceed Speak With Air.
Points: 5.

The subject can also see spirits of air if they would normally be invisible. Statistics: Add Visual, +50% to Medium (see GURPS Powers, p. 60).

Summon Air Elemental
IQ/Hard
Points: 10/20/30 for levels 1-3.
Prerequisite: Magery 1 (complex communication).

You summon an air elemental to assist the subject. The summoned elemental has skills or abilities (determined by the GM) worth 25% of the subject’s character point total per level. The elemental makes a reaction roll (or the subject may substitute an Influence roll) – on Good or better it will obey the subject’s commands.

If the elemental is killed, you must wait 24 hours before attempting another summons.

Statistics: Advantage, Ally (Air Elemental; Built on 25%/level; Constantly Available; Conjured, +100%; Minion, +50%) [10/level], +100%/level.

Horde
Hard
Default: Summon Air Elemental-2; cannot exceed Summon Air Elemental.
Points: 2 per level.

You summon 1d+4 minor elementals, instead of a single normal elemental. Each minor elemental has skills or abilities (determined by GM) worth only 5% of the subject’s character point total per level (instead of 25% per level). Statistics: Change Built on 25%/level to Built on 5%/level, and add Ally Group, 6-10, ×6 to Ally. Building allies on intervals of 5% is described in GURPS Supers, p. 68.

Tailwind
IQ/Hard
Points: 20 per level.
Prerequisite: Magery 2 (complex control).

At level 1, the subject’s top air speed is twice their normal air Move. Each additional level doubles the subject’s top air speed again.
You can also add a half level for 10 points which multiplies the subject’s top air speed by 1.5.
This ensorcelment provides no benefit to subjects who lack the Flight advantage.

Statistics: Advantage, Enhanced Move 1/level (Air) [20/level], +200%/level.

Tornado
IQ/Hard
Points: 10 per level.
Prerequisite: Magery 2 (complex non-damaging attack).
Maximum: Magery × 3.

The subject can make a single ranged attack (Projectile, Max 50, Acc 3). Wherever the attack lands, it creates a 2-yard radius column of swirling air 4 yards high which lasts 3d seconds. Anyone within the tornado takes 4d knockback damage per level straight up – if they are blown up at least one yard they then fall, possibly taking damage (see Falling, p. B431). Anyone blown up into the air more than 5 yards won’t hit the ground before they take more knockback straight up on the next turn (because objects in 1G will only fall about 5 yards in the first second of falling), cancelling their falling velocity.

This ability only works if there is air to be shaped into a tornado; it won’t work in a vacuum or underwater.

Statistics: Advantage, Crushing Attack 2d/level (Area Effect, 2 yards, +50%; Double Knockback, +20%; Environmental, Air, -5%; Increased 1/2D, ×10, +15%; Limited Use, 1 use per ensorcelment, -40%; No Blunt Trauma, -20%; No Wounding, -50%; Persistent, +40%; Reduced Range, ×1/2, -10%) [10/level], +100%/level.

Battering
Hard
Default: Tornado-7; cannot exceed Tornado.
Points: 7 per level (round total up).
Prerequisite: Magery 3 (complex damaging attack).

In addition to knockback, the tornado does 2d crushing damage per level, and may inflict blunt trauma. Statistics: Remove the No Blunt Trauma and No Wounding limitations from Crushing Attack (net +70%).

Shape
Hard
Default: Tornado-6; cannot exceed Tornado.
Points: 11 per level (round total up).

The subject can specify a different shape for the tornado when they create it, as long as its volume remains constant (use the Widen technique to increase the tornado’s volume). For example, they could reduce its radius in half to increase its height by a factor of four, or change its footprint to an oval or a line. Statistics: Increase Area Effect by one level (+50%) and add Wall, Shapeable, +60% to Crushing Attack. The Wall enhancement effectively halves the square area of an attack – for example, a 2-yard radius area is about 12.5 square yards, but with Wall is only 6 – so increasing Area Effect by one level keeps the volume the same.

Widen
Hard
Default: Tornado-5; cannot exceed Tornado.
Points: 5 per level (round total up).

Doubles the width of the affected area (multiplying its volume by four). Each additional 5 points per level used doubles the width again. Statistics: Increase Area Effect on Crushing Attack (+50% per doubling).
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Old 11-26-2013, 04:22 PM   #9
munin
 
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Default Re: Ensorcelment Magic

Air Ensorcelments (4 of 4)

Wind Jet
IQ/Hard
Points: 2 per level.
Prerequisite: Magery 1 (simple non-damaging attack).
Meximum: Magery × 3.

The subject can push a foe back with a jet of air. They can make a single jet attack (Beam, Max 10, no penalties for target range or speed) for 4d knockback per level. This attack is difficult to notice – it can be dodged if the target makes a Per-4 roll, but cannot be parried or blocked. It only works if there is air between the subject and their target; it won’t work in a vacuum or underwater.

Statistics: Advantage, Crushing Attack 2d/level (Double Knockback, +20%; Environmental, Air, -5%; Increased 1/2D, ×2, +5%; Jet, +0%; Limited Use, 1 use per ensorcelment, -40%; Low Signature 2, +10%; No Blunt Trauma, -20%; No Wounding, -50%) [2/level], +20%/level.

Battering
Hard
Default: Wind Jet-7; cannot exceed Wind Jet.
Points: 7 per level (round total up).
Prerequisite: Magery 2 (simple damaging attack).

In addition to knockback, the wind jet does 2d crushing damage per level, and may inflict blunt trauma. Statistics: Remove the No Blunt Trauma and No Wounding limitations from Crushing Attack (net +70%).

Wind Seek
IQ/Hard
Points: 5/10 for levels 1-2.
Prerequisite: Magery 1 (complex detection).

The subject can find a specific person, object, or location. You must describe which specific item can be searched for when you ensorcel the subject – this requires a name or other unique description.

The subject can take a single Concentrate maneuver to initiate the search. …

Once you are successfully attuned you can concentrate for one second to emit a puff of wind that travels out from you in all directions. When this wind reaches the target it will return (within seconds for a nearby target, or within months for a very distant target), allowing you to make a Per roll to identify the direction the wind returned from (use Long-Distance Modifiers, p. B241).

Those sensitive to air movements can make a Sense roll to notice the air’s unnatural movement and may be able to determine the direction to the source of the air’s movement (you).

Statistics: Advantage, Detect (Rare; Accessibility, Requires Air, -5%; Limited Use, 1 use per ensorcelment, -40%; Long-Range 1, +50%; Nuisance Effect, Perceivable, -5%) [5], +50%. Level 2 adds Precise, +100% to Detect.

Wind Shackles
IQ/Hard
Points: 2 per level.
Prerequisite: Magery 2 (complex non-damaging attack).
Meximum: Magery × 5.

The subject can bind a foe’s limbs with shackles of wind. The subject can make a single ranged attack (Beam, 1/2D –, Max 100, Acc 3). If they hit, their target is grappled (p. B370) and rooted in place, cannot use a Move or Change Posture maneuver, and is at -4 to DX. To break free, the target must win a Quick Contest of ST or Escape skill against the effect’s level. Each attempt takes one second and each failure costs 1 FP (the target can break free automatically as a free action if their ST or Escape skill exceeds the effect’s level by 10 or more). Although the subject gets only one shot, the ensorcelment persists for its usual duration and then the wind shackles disappear.

Multiple applications of wind shackles do not stack – only the highest level effect remains. This ability only works if there is air around the target; it won’t work in a vacuum or underwater.

Statistics: Advantage, Binding 1/level (Environmental, Air, -5%; Limited Use, 1 use per ensorcelment, -40%; One Shot, -10%; Unbreakable, +40%) [2/level], +20%/level.

Wind Wall
IQ/Hard
Points: 7 per level.
Prerequisite: Magery 2 (complex non-damaging attack).
Maximum: Magery × 3.

The subject can make a single ranged attack (Projectile, 1/2D –, Max 100, Acc 3). Wherever the attack lands, it creates a wall of swirling air six yards long, four yards high, and one yard thick. The wall lasts for 3d seconds.

Anyone who attempts to pass through the wind wall takes 2d knockback damage per level (anyone knocked back at least one yard fails to get through the wall, but can try again if they have movement left). If any physical missile (arrows, bullets, javelins, etc.) passes through the wind wall, roll knockback damage normally and reduce the missile’s damage by that amount – if the missile’s damage is reduced to zero or less then it failed to penetrate the wall. If an object is thrown through the wall, apply knockback damage to it as if it had its thrower’s ST – if it is knockbacked, it fails to penetrate the wall and falls to the ground.

The wall also churns up loose ground material, impeding vision. Vision rolls to see through the wall (and attack rolls to target by vision across the wall) are at -1 per level (unless there is no ground material available).
This ability only works if there is air to be shaped into a wind wall; it won’t work in a vacuum or underwater.

Statistics: Advantage, Crushing Attack 1d/level (Area Effect, 2-yard radius, +50%; Double Knockback, +20%; Environmental, Air, -5%; Increased 1/2D, ×10, +15%; Limited Use, 1 use per ensorcelment, -40%; No Blunt Trauma, -20%; No Wounding, -50%; Persistent, +40%; Wall, Permeable, +30%) [7/level], +70%/level.

Wind Whisper
IQ/Hard
Points: 12.
Prerequisite: Magery 1 (complex communication).

The subject can speak a message and have it carried by the wind to its intended recipient. The message can be of any length which can be spoken by the subject within the ensorcelment’s duration. Look up your ensorcelment roll’s margin of success (possibly zero) or victory as a penalty on the Long-Distance Modifiers table (p. B241) and read left to the corresponding distance - if the intended recipient is within this distance they hear the message as if it was being whispered in their ear. If the subject is familiar with the intended recipient, increase your effective margin of success for the purposes of determining maximum distance: +2 for casual friends and acquaintances, +4 for family, friends, or lovers, +5 for someone the subject can currently see. For success, there must be a continous path through the air from the subject to the recipient.

Statistics: Advantage, Telesend (Based on IQ, Ensorcelment Roll, +20%; Environmental, Air, -5%; Hearing-Based, -20%; Limited Use, 1 use per ensorcelment, -40%; Reliable +5, +25%; Requires Path, -10%; Requires Spoken Words, -10%) [12], +120%.
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Old 11-27-2013, 02:21 PM   #10
somecallmetim
 
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Join Date: Oct 2006
Default Re: Ensorcelment Magic

This is very cool. I don't have anything to add right now, I'm still reading the rules. But this looks really good.
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