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GURPS Elder Scrolls - Magic Powers
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GURPS Elder Scrolls Powers

Illusion

Blindness

22/24/29/31

Skill: Blindness (IQ/Hard)

You use your powers of illusion to alter a target’s vision, making it cloudy, hazy, or just plain nullified. Make a skill roll at -1 per yard to the target. If they fail the Quick Contest against the ability, they suffer from Bad Sight (Nearsighted) for one minute times the Margin of Failure. On a failure of 5 or more or a critical failure, the target will instead suffer total blindness for minutes equal to the margin of failure. This attack works through the target's eyesight.

Statistics: Affliction 1 [Based on Will (Target Roll), +20%; Costs Fatigue, -5%; Disadvantage (Secondary (Blindness)), +10%; Disadvantage (Bad Sight (Nearsighted)), +25%; Magical, -10%; Malediction, +100%; Requires Blindness Roll, +0%; Sense-Based (with Malediction, Vision), -20%] [20] Further levels afflict just Blindness, then upgrades to Malediction (Speed/Range), followed by removing Sense-Based.

Long-Lasting Blindness - (Tech/Hard)

Default: Blindness-2; cannot exceed Blindness

Your Blindness spell has been tweaked for extended duration. The duration of effects is 3 minutes times the Margin of Failure. By every 2 points of Margin of Success, you may add another level of Extended Duration.

Statistics: Extended Duration (3x duration), +20%

Haze - (Tech/Hard)

Default: Blindness-5; cannot exceed Blindness

You extend the effects of Blindness to an area. Success gives you an area of 2 yards. Ever further 5 points of success extends the the area by another level of Area Effect.

Statistics: Area Effect (2 yards), +50%

Calm

21/22/23/25/29

Skill: Calm (IQ/Hard)

Calm works to disable enemies by afflicting them with an overwhelming desire to avoid violent confrontation. Make a roll at -1 per yard to the target. If they fail the Quick Contest, they suffer from Pacifism (Reluctant Killer) for one minute times the Margin of Failure. Further levels increase the severity of the Pacifism and increase range.

Statistics: Affliction 1 [Based on Will (Target Roll), +20%; Costs Fatigue, -5%; Disadvantage (Pacifism (Reluctant Killer)), +5%; Magical, -10%; Malediction, +100%; Requires Calm Roll, +0%] [19]. Further levels first upgrade to Pacifism (Cannot Harm Innocents), then to Pacifism (Self-Defense Only) while adding Pacifism (Total Non-Violence) as a secondary, then removing the secondary and upgrading to Pacifism (Total Non-Violence), and then finally upgrading Malediction (-1/yard) to Malediction (Speed/Range).

Shocking Epiphany (Tech/Hard)

Default: Calm-1, cannot exceed Calm.

You can strengthen your Calm spell to the extent that the sudden realization of a non-violent nature can literally stun your opponents. Your targets are stunned for one second times their Margin of Failure.

Statistics: Stunning, +10%

Tranquil Aura (Tech/Hard)

Default: Calm-10, cannot exceed Calm.

Rather than fire off the spell at a group, you keep it locked on yourself as a field that affects all who approach. Every 5 points of success gives an extra level of Area Effect. The field lasts for your standard duration, and targets who are afflicted inside of it will be afflicted as long as the field lasts.

Statistics: Aura, +80%; Melee Attack, Range C: -30%; Area Effect (2 yards), +50%

Lasting Peace (Tech/Hard)

Default: Calm-2, cannot exceed Calm

The calming effects of your spell now last for a longer duration. The duration of effects is 3 minutes times the Margin of Failure. By every 2 points of Margin of Success, you may add another level of Extended Duration.

Statistics: Extended Duration (3x duration), +20%

Chameleon

Skill: Chameleon (IQ/Hard)

5/level

You can erect a magical field that shifts light around you, allowing you to blend into environments and move stealthily. You get +2 per level to Stealth skill if perfectly still, and only +1 when moving. Light clothing and gear will not disturb the field, but being more encumbered will drop these bonuses to +1 when still and none when moving, unless the clothing is appropriately camouflaged for the environment.

Statistics: Chameleon [Can Carry Objects (No Encumbrance), +10%; Costs Fatigue 1, -5%; Magical, -10%; Requires Chameleon Roll, -10%] [5/level]

Quick Refresh (Tech/Hard)

Default: Chameleon-4, cannot exceed Chameleon.

With focus you can make your Chameleon effect refresh more quickly, giving you the full +2 bonus while in motion.

High-Capacity (Tech/Hard)

Default: Varies; cannot exceed Chameleon.

You can increase the stability of your field, allowing you to carry more gear with you without affecting the field. This defaults to Chameleon at -1 for Light encumbrance, -4 for Medium, -9 for Heavy, and -14 for Extra-Heavy.

Statistics: Can Carry Objects levels past No Encumbrance.

Charm

Skill: Charm (IQ/H)

4/level

You can use magic to make others see you in a better light. Each level gives +1 to reaction rolls with the targets. For each target, you must expend 1 energy and make a Quick Contest of Will vs. Will. Those who fail will be under your thrall for 1 minute. This ability has no obvious effects upon use. On a failure, the target is simply unaffected. On a critical failure, you earn a reaction penalty equal to the bonus you would have received! Those afflicted by this will react normally to you once it wears off and is not reapplied – this can tip them off to your sorcery and leave them very irate! This should be limited to at most 5 levels.

Statistics: Charisma [Costs Fatigue 1, -5%; Magical, -10%; No Signature, +20%; Requires Will vs. Will roll, -15%; Requires Charm Roll, -10%] [4]

Lasting Impression (Tech/Hard)

Default: Varies; cannot exceed Charm.

You can keep your Charm's effects going long after the normal spell would dissipate. This defaults at -2 for x3 duration, -4 for x10, -6 for x30, -8 for x100, -10 for x300, -12 for x1000, and -15 for Permanent with dispelling conditions. While it is possible to enchant someone for these long periods, remember that upon being dispelled, their opinion of you will float back to their normal reaction – you can do a lot with the good reaction bonus in the meantime, but a longer deception will just invite even more furious reprisal.

Statistics: Increasing levels of Extended Duration.

Charming Presence (Tech/Hard)

Default: Charm-3; cannot exceed Charm

The default assumption of Charm allows you to work your magic on individuals easily – what about a crowd? This technique turns Charm into a mind-altering field emanating from you, afflicting everyone within range. This gives you a base area of 2 yards. However, it weakens the total effect of the spell – halve the level of Charm, rounding down. For every 3 points of success on your roll, add another level of Area Effect.

Statistics: Area Effect (2 yards), +50%; Emanation, -20%. +20% per -1 instead of +10% due to halving of the power's level.

Fear

Skill: Demoralize (IQ/Hard)

23, then alternating 7/8 per level after.

You can strike your opponents with waves of terror and fear. After rolling to activate the ability, pick a target within 10 yards who can see and hear you. Roll a Quick Contest of Will vs. Will, with the subject taking -1 to their roll for every additional level of Fear you have taken. If you win, roll 3d on the Fear Check table, only add your Margin of Success instead of their Margin of Failure.

Statistics: Terror [Active, +0%; Costs Fatigue, -5%; Magical, -10%; Requires Fear Roll, -10%] [23], with each additional level being 7, then 8 points alternating.

Awful Presence (Tech/Hard)

Default: Fear-3, cannot exceed Fear.

The terror emanating off of you is so powerful it can ignore the needs of perception! Everyone within 10 yards of you, regardless of intervening obstacles, must roll against your Fear effect. For every 5 points of Margin of Success, double the radius. The GM may wish to limit this to prevent areas from being too large.

Statistics: Presence, +25%; Area Effect (Varies)

Frenzy

Skill: Frenzy (IQ/Hard)

22/23/24/29

This spell causes enemies to become ill-tempered and prone to violence. It can be used by subtle mages to force in-fighting or discredit their foes by making them act in an uncharacteristically violent manner. After activating with Frenzy, make a roll at -1 per yard from the target. If your opponent fails a Quick Contest of Will, they suffer from Bad Temper (12) and Berserk (12) for minutes equal to their margin of failure.

Statistics: Affliction 1 [Based On Will (Target Roll), +20%; Costs Fatigue, -5%; Disadvantage (Bad Temper (12), Berserk (12)), +20%; Magical, -10%; Malediction (-1/yard), +100%; Requires Frenzy Roll, -10%] [22] Further levels upgrade both disadvantages to a self-control of 9, then 6. Lastly, upgrade Malediction (-1/yard) to Malediction (Speed/Range table)

Grudge - (Tech/Hard)

Default: Frenzy-2; cannot exceed Frenzy

You can make the anger that results from Frenzy last longer. Success multiplies the duration of effects by 3. Every further 2 points of success grants another level of Extended Duration. GMs might want to put a cap on this ability to prevent obscene durations. Perhaps afflicting someone with a long term bad temper curse may be appropriate thematically, but making someone willing to murder everyone around them at the drop of a hat for weeks or months is a bit too game-breaking.

Statistics: Extended Duration (x3), +20%

Air of Hostility - (Tech/Hard)

Default: Frenzy-5; cannot exceed Frenzy

You can extend the effects of Frenzy to an area. Success gives you an area of 2 yards, with every further 5 points of success doubling the radius.

Statistics: Area Effect (2 yards), +50%

Invisibility

Skill: Invisibility (IQ/Hard)

18/20/22/24/26/34/40/48

By bending light into a field around you, you can become completely invisible to the visual senses. This is a similar effect to Chameleon, but less stable - while you are completely invisible, contact with objects outside the field in any manner more active than movement or brushing against will collapse the field, immediately ending the effect. As such, you can move, climb, and press against objects, but anything such as picking up, attacking, or manipulating objects outside the field ends the effect. At base level, you roll against Invisibility in order to become invisible for up to 6 seconds, and can then maintain this by paying 1 FP for every duration period afterwards.

Statistics: Invisibility [Accessibility: Broken by interaction with visible objects, -20%; Can Carry Objects, +10%; Costs Fatigue 1, -5%; Magical, -10%; Reduced Duration (x1/10), -20%; Requires Invisibility Roll, -10%] [18]. Further levels reduce Reduced Duration by a level each (+2/level), then remove it entirely. Further levels add Extended Duration (+8/level) for up to x30 duration.

Cloaking Field - (Tech/Hard)

Default: Invisibility-10; cannot exceed Invisibility.

You can extend this field to a small area around you, covering others within it. Base effect gives you two yards of area - straying outside this field will cancel the effect on anyone inside it. Treat the wearer’s encumbrance level for whether or not the invisibility becomes active on them, not yours. If any one member engages in an act that would break the invisibility, invisibility is broken for everyone. For every 5 extra points by which you succeed on your roll, you may opt to add another level of Area Effect. GMs should be wary of allowing this to get larger than perhaps 4 yards.

Statistics: Affects Others, +50%; Area Effect (2 yards), +50%

Carrying Capacity - (Tech/Hard)

Default: Varies; cannot exceed Invisibility.

You can compensate for heavier loads of gear and belongings within an invisibility field. This defaults to Invisibility at -1 for Light Encumbrance, -4 for Medium Encumbrance, -9 for Heavy Encumbrance, and -14 for Extra-Heavy Encumbrance.

Statistics: Levels of Can Carry Objects above No Encumbrance.

Light

Skill: Light (IQ/Hard)

15/30/59/73

Light gives you a broad range of abilities regarding visible light. You can alter hues, change the level of light in an area, and create lights for illumination. However, you cannot use this power to create convincing illusory images - that's another ability altogether. This allows broad, blunt control of visible light. Each level gives you the effects of 1 level of Control and Create for Visible Light.

Statistics: Create Visible Light 1 [Magical, -10%; Requires Light Roll, -0%] [2]* + Control Visible Light 1 [Costs Fatigue 1, -5%; Magical, -10%; Requires Light Roll, -0%] [13]. Every level of the power adds 1 level to each of these.

*Alternative Ability to Control Visible Light.

Light (Perk)

Skill: None

1

An alternative to the more broad power above, this just gives you the ability to summon light around yourself as if possessing a torch or lantern, or to project it as if possessing a flashlight. This costs 1 FP per 10 minutes of use and requires no roll. You may change the hue at will.

Night Eye

Skill: Night Eye (IQ/Hard)

1/2/3/4/5/6/7/8

This spell allows you to bolster your vision, letting you see in the dark despite the low levels of light. This negates each -1 in vision penalties for darkness for each level of the underlying advantage. Night-Eye lasts for 1 minute, and can be maintained for 1 FP each additional minute.

Statistics: Night Vision 1 [Costs Fatigue 1, -5%; Magical, -10%] [1]. Each level raises the level of Night Vision, following this progression: 1/2/3/4/5/7/8/9

Paralyze

Skill: Paralyze (IQ/Hard)

This focused mind-alteration ability locks out the victim’s control of their own body. Upon touching the subject and with a successful Quick Contest of Will, the target is paralyzed for 2 seconds per point of failure on their Will roll.

Statistics: