Date: Fri, 29 Aug 1997 10:56:14 -0400 () From: Greg Littmann Subject: 89 Spells Part 1 89 SPELLS FROM MY FANTASY WORLD "CREATION" Greg Littmann. These spells *seem* to work O.K., so I thought I'd post them. I would love any comments that anyone might have, positive, negative, or just helpful. My email number is gmlittmn@email.unc.edu and I don't bite. Just a word saying that you used one of them will encourage me to make similar posts in the future. Many of these spells are just superior versions of spells already existant in GURPS Magic or GURPS Grimoire. While they are not creative coups, they are useful. Stream Lightning and Forked Lightning were produced with the help of Dave Pidcock, while Stunbolt is based on a spell that Brett Slocumm based on a spell from Empire of the Petal Throne. Neither gave permission for this posting so either may sue me at their leasure. ANIMAL COLLEGE FALSE TRAIL Area: Resisted by IQ if you care. Mage removes a subject's trail and replaces it with some other trail of his acquaintance - G.M. may require a roll against Naturalism or the appropriate Wilderness Survival. If the mage fails this latter roll, the trail still appears, but doesn't look realistic (not that the mage will know this). Of course, if the mage doesn't care about being realistic, they may let their imagination be their guide. The trail left must be reasonably possible to detect - no trails of mice or fleas. Human trails are fine, and do not require a naturalism roll (unless, perhaps, the mage isn't human). If the trails of other people are within the area of effect, they may also be changed. The new trail must follow the path that the mage's natural trail would have taken, although a mage may leave a a much grander trail that he would normally have done. For example, if she wishes to spend 10 fatigue points and leave the trail of a herd of elephants or a sizable cavalry unit, so be it. The trail is neither illusory nor magical, and cannot be dispelled. Base Cost: 1 Time to Cast: 3 seconds. Duration: 30 minutes. Prerequisites: Simple Illusion. GOOSE CHASE Area: Resisted by IQ. Goose chase is much like False Trail, save the it centers not at the subject, but at a spot ahead of the subject - so that the poor fool may be led of on a red herring while their real quarry makes it's escape. The trail is laid intelligently, and will always make sense if possible. For example, it will not cross barriers which the animal in question could not cross. If it is not possible for the trail to continue in a way that makes tense, the trail will simply stop dead or continue on in a way which doesn't make sense - mage's choice at time of casting. Base Cost: 2 Time to Cast: 6 seconds. Duration: 30 minutes. Prerequisites: False Trail, Any 2 Mind Control Spells. HORSEMANSHIP The mage increases the speed of one horse by 10%. It may not seem like much, unless one is trying to keep ahead of someone else, or is in pursuit. In that case, it can be a life saver. Cost: 1, same to maintain. Time to Cast: 1 Second. Duration: 1 hour. Prerequisites: Mammal Control. GREAT HORSEMANSHIP The mage increases the speed as under Horsemanship, but by 25%. Cost: 3 per hour, same to maintain. Time to Cast: 2 Seconds. Duration: 1 hour. Prerequisites: Magery, Horsemanship, Haste. INVERTEBRATE Caster alters his bones so as to take on the Invertebrate disadvantage. For a lesser cost, he may make only his hands, or body part of comparable size, such as the head, invertebrate. If the spell is known at level 15 or above, the subject may make any one finger invertebrate for no cost, although why he would want to do such a thing is difficult to imagine. Cost: 3 to cast. 1 to cast just on hands. 1/3 rounded up to maintain. Time to Cast: 10 seconds. Prerequisites: Magery 2, Alter Body. WEB Area Casting Web covers an area in Spider Silk, the web spreading out from the caster's hands to cover the area. Those on the outermost hex may roll vs DX to dodge out of the way. Those on the next to outermost hex may roll vs DX-1 to dodge but only if they leap out of the way in a way that will leave them prone. Base Cost: 2, minimum 4. Time to Cast: 2 Seconds. Duration: 1 Minute. Prerequisites: Spider Silk, Shapeshift (Spider), Extend Object. SPLICE FETUS Resisted by Mother's HT. Splice Fetus is the sort of spell that gives mages a bad name. There are two versions of the spell. One of them requires Partial Shapeshifting as a prerequisite. Using this version of the spell, the fetus may be partially shapeshifted permanently. It will grow into a creature of the form the caster would take had they cast the spell upon themself. The other version requires Shapeshifting as a prerequisite. If one completes the Shapeshifting spell, the fetus becomes an animal fetus and dies. If one almost completes it but stops just before finishing (fatigue expended, and skill roll must be made), then the G.M. is to construct a hybrid between a human and the animal the Shapeshifting refers to. It may or may not be retarded and may or may not have exactly the same features as another hybrid made using the same Shapeshifting spell. Anything that the G.M. finds interesting is possible. Note, it is actually possible to cast the second type of spell on an animal fetus. The mage may decide to cross two animals, or may even cast Shapeshift Human on it - this being just the Shapeshift spell that can turn a non-human into a human. Cost: 20 Time to Cast: 2 hours. Duration: Permanent. Prerequisites: Enchant, Partial Shapeshift or Enchant, Shapeshift and Alter Body. BODY CONTROL COLLEGE INVERTEBRATE - see under Animal College. SECRETE VENOM Regular The mage secretes a venom within their own body and brings it to their mouth - at which point it is wise to spit it out and unwise to slap the mage heartily on the back. The venom may be of any class, and may be either ingested or contact - although each class-type combination must be learned as a separate spell. For example, the mage may learn an Ingested-A version of the spell, a Contact-C version, or both as two different spells. An ingested poison will do no harm to the mage unless swallowed again, but a contact poison will still damage the mage if they are not immune. All poisons produced with this spell are clear. However, if the poison is one that takes immediate effect, then the subject will taste (ingested) or feel (contact) the poison. It is very difficult to transfer contact poison from the mouth to some other thing without being rather obvious about it, which is why Venomous Touch is frequently used where subtlety is required. The mage can spit the venom at DX, but only to a distance of 1. Contact venom will have an effect only if it strikes flesh. Ingested venom will have an effect only if it strikes an open mouth and is then swallowed - a rather tricky shot to achieve to say the least. Strength will be as follows: A = 2d, B = 2d- 2, C = 3d, D = 0, F = 3d, G = 4d (fatigue), H = 4d, J = 3d, K = 0, X = G.M.s discretion. Cost: 3 per dose. For every 2 extra fatigue spent, HT rolls may be made at -1 or damage can be at +1 each time it is taken. One may combine these two - for instance, one could spend 6 extra fatigue to ensure that HT rolls are at -1 and all damage is +2. Time to Cast: 4 seconds. Prerequisites: Detect Poison and either two Body Control spells and Decay or Shapeshift (some venomous creature). VENOMOUS TOUCH Regular The mage secretes a contact poison onto the palm of one of their hands. If they are not magically protected or naturally immune, the poison will take immediate effect on them. The poison will evaporate about as quickly as water would, and can be wiped off just as easily. Save that only contact poisons may be produced, the poisons will be exactly like those produced with the Secrete Venom Spell. Strength is just as for Secrete Venom: A = 2d, B = 2d-2, C = 3d, D = 0, F = 3d, G = 4d (fatigue), H = 4d, J = 3d, K = 0, X = G.M.s discretion. Cost: 3 per dose. For every 2 extra fatigue spent, HT rolls may be made at -1 or damage can be at +1 each time it is taken. One may combine these two - for instance, one could spend 6 extra fatigue to ensure that HT rolls are at -1 and all damage is +2. Time to Cast: 3 Seconds. Prerequisites: Magery 2, Neutralize Poison, Secrete Venom. SPITTING VENOM The mage produces a type S venom and may project it in an opponent's eyes. The venom is spat at DX, and has SS 12, Acc 12, Max 5. Because it is a spray, there is no negative for targeting the eyes. Cost: 3 per dose. For every extra 2 fatigue spent, HT rolls may be made at -1. Time to Cast: 2 Seconds. Prerequisites: Magery 2, Secrete Venom. VENOM SPRAY The mage may secrete a contact poison as per Secrete Venom, and then spray it as per Spitting Venom. Being a normal contact poison, the venom does not have to strike the target's eyes. Cost: 3 per dose. For every 2 extra fatigue spent, HT rolls may be made at -1 or damage can be at +1 each time it is taken. One may combine these two - for instinct, one could spend 6 extra fatigue to ensure that HT rolls are at -1 and all damage is +2. Time to Cast: 2 Seconds. Prerequisites: Magery 2, Spitting Venom. STICKY FINGERS For the duration of the spell, the mage's hands and feet sweat adhesive material at will. If the mage is bare-handed and bare-footed and at least three limbs are in contact with the wall, the effect is as if the mage had the Clinging advantage. If only two bare limbs are in contact with the wall, then the mage has the Clinging advantage, but may only move at half the rate. If only one is in contact with the wall, the mage will not fall, but cannot go anywhere. Duration: 1 minute. Cost: 4 to cast, 2 to maintain. Time to Cast: Prerequisites: Magery 1, Climbing, 4 other Body Control Spells. BONE CLAWS The mage's finger bones protrude from the tips of their fingers and take on a sharp edge, acting as short claws. Cost: 3 to cast, 1 to maintain. Time to Cast: 10 Seconds. Duration: 1 Hour. Prerequisites: Magery, Alter Body. BONE RIPPERS The mage's wrist bones protrude from his wrists to form large bone rippers, acting as long claws. Cost: 4 to cast, 2 to maintain. Time to Cast: 10 Seconds. Duration: 1 Hour. Prerequisites: Magery 2, Alter Body. BRITTLEBONE Resisted by HT. The subject's bones become brittle and subject to breakage. All cutting damage is multiplied by 1.5. All crushing damage is multiplied by 2. Any called shot against an area not protected by bones, such as the throat or vitals, is not effected by this spell. Cost: 3 to cast, 2 to maintain. Time to Cast: 4 seconds. Duration: 10 seconds. Prerequisites: Detect Weakness, Alter Body. IRONBONE The subject's bones become hard and resist breakage. Cutting damage is -1 per full four points applied before the cutting modifier. Crushing damage is halved rounded down. Twice as much damage as normal is required to cripple a limb. Any called shot against an area not protected by bones, such as the throat or vitals, is not effected by this spell. Cost: 3 to cast, 2 to maintain. Time to Cast: 1 Second. Duration: 1 Minute. Prerequisites: Magery 2, Shatterproof, Brittlebone. ACCELERATE AGING Regular Accelerate aging cannot be resisted, but may only be used on a person under the age of 21. It may be cast multiple times, but never more than once a day. When cast successfully, subject physically ages 100 days in that day. Thus, if the spell were cast successfully every day, it would take about 2 and a half months to raise a new-born baby to a physical age of 20. The spell can be cast on a fetus, but when birth is given, the mother must make a HT roll or suffer 6d cr damage, assuming that she is attended by someone who rolls successfully against Physician skill. If she is not, then she must roll against HT-2. If she does roll successfully, she still takes 1d-1 cr damage. The fetus' ability to learn is also somewhat accelerated by the spell. They should even be allowed to have rudimentary speech - about the level of Tarzan or an American Indian in an old black and white movie - "Me see many horsemen on horizon. Many horsemen with boom-sticks!". They can be taught to speak properly if time is taken to do so. Cost: 4 Time to Cast: 5 minutes. Duration: Permanent. Prerequisites: Any 5 Body Control Spells and Regeneration. COMMUNICATION AND EMPATHY COLLEGE FIRST IMPRESSIONS Regular First Impressions gives the caster a bonus on their reaction roll upon initially meeting a single individual. However, the reaction will not be raised to extraordinary levels by this spell. Rather, the spell bottoms out at good-normal, G.M.s decision as to what that actually is in a given case. Hence, the jailer might not let you out, but will stop the other prisoners from lynching you, the merchant won't give you the goods, but will sell to you at a good price, the king won't give you half his kingdom, but reacts to you about as well as he ever reacts to one of your status. And the Devil will still spit you on his pitchfork. The key question for this spell is "what is the best that one might reasonably hope for?". The answer to this question is the best that can be expected from the spell. The advantage of this spell over more dramatic spells such as Charm is twofold. Firstly, the spell cannot be resisted. Secondly, although the magic wears off, the effect of the spell never really does - a good first impression is a good first impression. Of course, the player might still spoil that good first impression... Cost: 1 for +1, 3 for +2, 6 for +3, 10 for +4, 15 for +5, etc. Time to Cast: 2 Seconds. Duration: Special. Prerequisites: Magery and 5 other Mind Control Spells. RACIAL MEMORY (VH) Resisted by IQ This is a form of Mind Search, but one which allows the mage to read the minds of the subjects ancestors. At level 15, the mind of the subjects father or mother may be searched. For every 3 levels beyond this, an extra generation may be searched. Cost: 6 + 6 per generation beyond the subject. Time to Cast: 1 Minute plus 1 Minute per generation back. Duration: 1 Minute. Prerequisites: Magery 3, Mind Search, Slow Time. ELEMENTAL AIR COLLEGE POKE Special, Resisted by DX or ST The Poke spell creates a little rod of concentrated air and pokes with it. It is most commonly used to poke annoyingly at the subject's missile weapon. When determining whether this spell succeeds, use the long-range modifiers appropriate to information spells, but otherwise ignore distance - although the caster must be able to see the subject directly. The subject chooses whether to resist with DX or ST. If the resistance is successful, the spell has no effect. If the resistance is unsuccessful, aim is spoilt, and if effective skill has been reduced below the weapons Snap Shot number, subtract a -4 Snap Shot penalty as well. This may not be the most powerful spell ever to have been devised, but is certainly one of the most irritating. If the mage chooses, they may poke people or animals directly rather than poke their weapon. This will achieve nothing other than aggravation, but in some mage's minds, that is sufficient reason. The G.M. should also allow the caster to produce any reasonable effect that might be achieved by a small poke from a thin rod. A candle could be knocked over, for example, or an elevator button pressed. A trigger could not be depressed - there is too much in the way of the rod getting a direct poke at it. Size modifiers play no part here. If the mage can see it, he can use his mighty and arcane powers to give it a little poke. Cost: 1. Prerequisites: Shape Air. STILL AIR Area. The Still Air spell stills air around the caster. All attempts to hear are at -4. This spell resists all Air and Sound attacks, including those from inside the sphere. It will protect one from winds whose Beaufort Ratings is equal to it's skill or under, though the mage will still get wet if it is raining. If the wind's rating is greater than the skill of the Still Air spell, then each turn the Still Air spell must enter into a quick contest with it every second. If the Still Air spell wins, it in unharmed. If the Still Air spell loses, it's effective skill drops by 1. A breach by a normal air or sound attack will also drop it's effective skill by 1. Base Cost: 2 to cast, 1 to maintain. Time to Cast: 2 Seconds. Duration: 1 Minute. Prerequisites: Shape Air. STUNBOLT Missile The target is struck with sudden air-pressure. The caster can choose to physically stun (B.106) rather than injure. For each additional point of energy spent on the stun version of this spell, the target's HT rolls are at -2. SS 13, Acc +2, Max 30. Cost: 1 per damage die. Maximum of 3 dice. Prerequisites: IQ 11, Magery 1, Concussion, and any 14 other spells not used as prerequisites for these. NOTE: This spell adapted from Brett Slocum's The Missile of Metallja in GURPS TEKUMEL in PYRAMID