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Modified Gurps Magic System: Sorcery
Sorcery is based upon the one or more five operands of the cosmos. The operands are the forces that affect all things, everywhere. Sorcery has traditionally been called "The Black Arts." It has always been set apart from the word "Magic" conveying a darker, more sinister meaning. Sorcery is anathema to the human spirit. A sorcerer dabbles in the fundamental energies of existence and gradually pays the price: the sorcerer become less and less human.
Sorcery is the style of magic practiced most often in the game. Other types of magic exist and may be detailed later. But by and large Sorcery is the only magic practiced by black ops; primarily because it is the most academic magic (i.e. it can be taught) and it is most flexible. This paradigm is perhaps the most common, though there are others: the Egyptian, the Qabalah of the Jewish, the Tantric Hindu, Chinese Feng Shui geomancy, Shamanism, and Voodoo, to name a few. The paradigm detailed below is the Sanskrit paradigm which was passed down from Hermes according to legend.
Operants:
Creation -- the genesis of a thing from nothing.
Destruction -- the rendering of a thing to nothing.
Alteration -- the changing of a thing to another thing.
Transportation -- the movement of a thing.
Infusion -- the instillment of energy within a thing.
Each of these refer to a thing in the abstract sense and gives a great amount of freedom to the caster.
Mechanics of Sorcery:
Spells involve the traditional long involved magiks, usually found in grimoires and other spell books. They take a number of hours to cast equal to difficulty minus the power level of the caster. They cannot be cast without preparation. Spells are permanent unless the duration is shortened to lower the difficulty.
Incantations are short improvisational spells. They are cast from memory or made up on the spot. Though there is a penalty for on-the-spot creation. Overall these are spells of utility, cast when needed. Casting time is difficulty divided by ten, rounded down in seconds (but never less than one.) The duration of a spell is the amount the caster succeeds their roll to cast by in seconds or minutes (noted in spell description.)
Sorcery is a function of several things. The mages power level, skill level, and grounding ability. It is also a function of the locations mana. All of these factors contribute to the difficulty of the spell. The difficulty is what opposes the mages skill. The player rolls his skill and subtracts the difficulty. (This can produce negative skill rolls). Compare the roll to his skill level.
Three things can happen:
New Skills and Advantages:
These effect Sorcery and other magical abilities.New Skills.
Spell Casting [mvh]
- Used to cast spells. Specialization gives the caster a -3 to all difficulties with that Operant. Concentration gives a -5 to difficulty with that Operant, though a Sorcerer must forever give up one Operant. Difficulties can never go below 0. No sorcerer may ever have more than one specialization or concentration. One or the other, NOT one of each.Diabolism [mvh]
- The skill of the "Magic Scribe". Drawing Runes, Glyphys, and Wards. The least showy or fancy of magics, it is also the most powerful. Spells are drawn in special components and can be put anywhere.Summoning [mvh]
- Summoning is self explanatory. Demons, Angels, Spirits, and Animals are summoned through the use of circle magic. It also entails Protection Circles and Power Circles which are tremendously powerful.New Advantages:
Magic Fatigue:
can be bought for one point less than norms as long as their strength is less than 14.Grounding:
used in spell defense. +1 / 4 pts. See Grounding Effects.Power Level:
used in spell offense. Max of +10. +1 / 5 pts.Natural Aptitude:
is available to mages. Usual choice is spell casting.Base Difficulties.
| Creation |
5 |
|
Destruction |
3 |
|
Alteration |
3 |
|
Transportation |
3 |
|
Infusion |
5 |
Difficulty Modifiers.
| Target Self |
-1 |
|
Target Small |
- |
|
Target Medium |
+1 |
|
Target Large |
+2 |
|
Target Other |
+2 |
|
Group |
+3 to +5 |
|
Permenant (Incantations) |
+5 |
|
Duration in minutes (Incantations) |
+2 |
|
Duration in seconds (Incantations) |
+0 |
|
Reduced (spells) to 1 year |
-1 |
|
1 month |
-2 |
|
1 day |
-3 |
|
An instant |
-4 |
|
Minor effects |
+4 |
|
Moderate effects |
+7 |
|
Major effects |
+10 |
|
Fantastic effects |
+10 |
|
Huge Creation/Effect |
+10 |
|
Cantrip |
-4 |
|
Disturbing/Disruptive conditions |
+3 |
|
Incantation |
+2 |
|
Incantion never cast before |
+4 |
Sorcerer Skill:
is equal to: Spell Casting (or Spell Throwing) + Power Level + Eidetic Level + Magery Level + Castability - (2 x number of spells being maintained.)Mana Levels: (very low, low, normal, high, very high) effect castability.
Mana Level Effect Table
|
Mana Level |
Damage Effect |
Castability Mod. |
|
Very low: |
4X |
-10 |
|
Low: |
2X |
-5 |
|
Normal: |
1X |
-0 |
|
High: |
1/2x |
+2 |
|
Very high: |
1/4x |
+4 |
|
Super high: |
1/5x |
+6 |
|
Mega high: |
1/8x |
+8 |
|
Ultra high: |
1/10 |
+16 |
|
Killer high: |
1/50 |
+32 |
Spell Combat / Spell Casting:
Depending on the target of a magical attack roll to save as below. For spell combat or spell casting, spells must be cast following a certain procedure. Deviating from it may cause the caster serious bodily harm.
Alternately the caster may cut the final difficulty of the spell in half if they voluntarily roll on the Detrimental Sorcerous Effects table.
Spell saving throws:
Roll below for half effect. Critical success nullifies spell.For those without Magery it is 2/3 HT (rounded down) + Strong Will.
For those with Magery it is HT + Magery + Grounding + Strong Will.
Modified by what caster succeeds roll to cast by. I.E. makes roll by 10, then -10 to ground.
Grounding Effects:
Spells with greater than an adjusted Difficulty of 4 will do damage to the caster equal to Difficulty, unless the caster makes a grounding roll. Roll 3d6 vs. HT + Grounding. Damage (electrical) is Difficulty x d6 x inverse of Mana Level effect on damage.
Thus it is ok, not to ground in a very low mana zone, but screw up in a Rift with five planets in alignment and you're toast.
Note On Cybernetics:
When a Sorcerer inplants Cybernetics in his body, they interfere with his Mana and Essence, negatively. Take the total point value of all Cybernetics in their body and divide by two (2). This is the negative penalty to all skill rolls involving casting Spells or activating Wards or Circles.
Power stones as described on page B153, also exist as Foci. These are enchanted pieces of artwork, that are fashioned as focal points to spellcasters spells. Their cost (multiply by 10) and power is given on the chart. Their power is treated as a Power Level that adds to the casters, and can go over ten. The benefits are clear.
Detrimental Sorcerous Effects
The GM should make the punishment fit the crime. The more ruthless and power-mongering, the worse effects should be.
|
Roll (2d6): |
Effect |
|
2 |
Sorcerous Catastrophe |
|
3 |
Mental Abberation |
|
4-5 |
Minor Physical alterations |
|
6-8 |
Fatigue and Grounding |
|
9-10 |
Major Physical alterations |
|
11 |
Cosmic Backlash |
|
12 |
Sorcerous Catastrophe |
Once the effect is determined above roll on the appropriate table below or creatively interpret the rules. These can just be examples. Disadvantages should be given out to fit these ideas, they should be difficult to buy off.
Sorcerous Catastrophe
Mental Abberation
Minor Physical alterations
Major Physical alterations
Fatigue and Grounding
Cosmic Backlash
Note:
Rifts Earth would be a very high mana zone.
Earth today is very low.
Levels of mana above very high are only present on Ley Lines or Nexuses, or during those rare astronomical events.
Killer high levels will only be present on Super-Nexuses