So I’ve been using Sorcery a lot in my campaigns lately. (Even in my RPM-using campaigns as it makes perfect “quick” spells.) I saw this thread pop up and thought “Huh, this would be perfect for stating a ‘Bless’ spell for Sorcery.” So here it is – “Bless” as a Sorcery spell.
Constructing a Universal Bonus Trait
The first step in creating Bless as a spell requires laying a proper foundation. In GURPS there is no “I get a +1 to all rolls” advantage. My first thought is to use the rules for “Blessed Be” from Pyramid #3/78: Unleash Your Soul and create it as a version of Blessed. (Which is worth buying by the way – even if it does have one of my articles in it.) So what’s needed for a general +1 bonus? Well, let’s look at what sorts of rolls there are in GURPS.
- Active Defense rolls (e.g., Dodge or Parry rolls)
- Appearance rolls (e.g., the roll for a Contact)
- Attribute rolls (e.g., Dexterity roll to avoid a trap)
- Damage rolls (e.g., a sword’s damage roll)
- Effect rolls (e.g., Critical Hit tables, Critical Spell Failure tables, etc.)
- Reaction rolls (this one is self explanatory)
- Skill rolls (e.g., Observation vs. Camouflage Quick Contests)
- Defense meta-trait (GURPS Supers, p, 00) for 30 points.
- This one is tricky, but I’d calculate the cost as for the most expensive base trait requiring Frequency of appearance rolls – a 30-point Patron. Averaging the appearance numbers together we get on average an increase of 1.625. That gives us a cost of 18.75 or 19 points.
- Again, a bit tricky: ST without HP is worth 8 points, DX without an increase to Basic Speed is worth 15 points, IQ is worth 20 points and increases both Perception and Will rolls, and HT without an increase to Basic Speed or FP is worth 2 points.
- A bonus to ST-based weapon damage rolls is worth about 10 points – two levels of Striking ST essentially. Increasing the ST of non-muscle powered attacks is a bit trickier and requires a bit more thought. If you add up the cost of all Innate Attacks (71 points) and average them (there are 11 types) you get 6.46. Since that’s the cost for a full die of damage we multiply that by 0.25 for 1.62 points. Adding Universal Follow-Up increases the cost by 50% gets 2.43 or 3 points.
- Another tricky one: I’d call this a Wildcard Power built as a Racial Skill Bonus – that gives us a cost of 8 points and only works on various effect tables.
- This is worth a flat 5 points per +1.
- Skill rolls are effectively lumped in with Attribute rolls since a +1 increase in Attributes rolls over to skills as well.
All in all this gives us a cost of 50 points per level. We start with Defense rolls as the base since it costs the highest and add 1/5 the cost of all the others. Assume any rolls not listed also get a bonus and are thus worth less than a perk for such costs. So, as a variation of Blessed it might look something like this:
Blessed (Charmed Existence)
Maybe you have a guardian angel or maybe the Devil looks out for his own, whatever the reason you live a charmed life. You gain a +1 to any roll you make: reaction rolls, damage rolls, skill rolls, etc. If there is a die roll involved and it would be advantageous for you to get a bonus to that roll you get a +1. The GM may optionally allow multiple levels of this advantage, if so each +4 translates to 1d with an upper level set by the GM.
Bless as a Sorcery Spell
Building off of our previous work we get a version of Bless for Sorcery as follows.
Full Cost: 82 points for level 1 + 55 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards
This gives the subject a +1 to all rolls per level the spell. This effect lasts indefinitely… until the subject fails a die roll (or a foe makes a good die roll) that would put him in serious danger. Then the spell averts the peril and the spell ends. The GM decides what exactly happens to negate the peril and should use the rules for Influencing Success Rolls (p. B347) as a guideline. For example, someone under the effects of a level 1 Bless who gets shot in the head might instead be shot in the arm or chest, while someone under a level 3 Bless might not get hit at all and the nearest foe gets shot instead!
Statistics: Affliction 1 (HT; Advantage, Blessing, +550%; Extended Duration, Permanent, Use of Serendipity Points, +150%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, ‑15%) . Notes: Each level pf Blessing is Blessed (Charmed Existence) [50/level] and a Serendipity Point [5/level] and increases the cost by 55/level. Serendipity Points cost the same as Destiny Points (GURPS Power-Ups 5: Impulse Buys, p. 5), but automatically refresh fully each session thanks to their narrowed scope.