Sorcery: Air Spells III
And here are the last 3 air spells, that have nothing to do with lightning. Devitalize Air is a suffocating area spell. Wall of Wind is a good defense against projectiles. Air Vortex can whisk away multiple creatures.
Air Vortex
Keywords: Area (Leveled), Resisted
(the higher of HT or DX).
Full Cost: 134 points for level 1 +
5 points/additional level.
Casting Roll: Will. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 9 seconds.
Whisks all persons within the
original area of effect to somewhere else inside a giant swirling Air Vortex. The
caster may exclude anyone in the area that he specifies during casting. Those
whisked away by the Vortex are rendered temporarily vaporous, as per the Body
of Air spell (see the footnote below for details). Clothing and gear weighing
no more than the subject’s BL change with him. A subject cannot shift back on his
own; he must wait for the spell to expire or be dispelled. (This does not
change if the sorcerer is the subject.) A vaporous subject cannot do any
physical actions at all, he can only be moved with the vortex. He still can
Dodge, if attacked. When the spell ends, the subjects are stunned until they
can make a HT roll (roll once per second).
The caster can concentrate to move
the Vortex with all the subjects at Move 8. The Vortex may not penetrate solid objects.
Statistics:
Affliction 1 (HT; Advantage, Body of Air, +480%; Area Effect, 2 yards, +50%; Cosmic,
Mobile allows moving subjects, +100%; Fixed Duration, +0%; Malediction 2,
+150%; Mobile 8, +320%; No Signature, +20%; Nuisance Effect, Multiple ways to
resist, -10%; Paralysis, Variant, +150%; Reduced Duration, 1/20, -25%; Selective
Area, +20%; Sorcery, -15%) [134]. Additional levels add more Area Effect (+50%)
[+5]. Note: “Body of Air” is
Alternate Form (Body of Air*; Can Carry Objects, No Encumbrance, +10%; Magical,
-10%) [48]. As a special effect, the DR subtracts from the casting roll rather
than forcing a resistance roll.
* A meta-trait from p. 262 of GURPS Basic Set: ST 0 [-100]; +10 HP
[20]; Doesn’t Breathe [20]; Flight (Lighter Than Air, -10%) [36]; Immunity to
Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; No Legs (Aerial) [0];
No Manipulators [-50]; Vulnerability (Vacuum and wind-based attacks x2) [-20];
and Taboo Trait (Fixed ST) [0]. 36 points.
Devitalize Air
Keywords: Area (Leveled).
Full Cost: 14 points for level 1 + 2
points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: Permanent or until living
air diffuses back into the affected area.
You may remove the life-sustaining
essence from a two-yard-radius area of air. To place the effect at a distance,
use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting
an area. The initial attack roll places the effect. It then drifts from that
point with the wind.
Every subject that inhales the devitalized
air, takes 1d-2 fatigue damage. Treat this damage as coming from suffocation (see
Suffocation, p. 436).
The spell lasts until living air diffuses
back into the affected area. This takes 1 minute per yard of radius in an unventilated
area, or as little as 10 seconds on a windy day outdoors. In an airtight room,
the air stays devitalized indefinitely! Purify Air reverses this spell’s
effects.
The basic (14-point) version of this
spell covers a two-yard radius. For each additional 2 points, you may double this
radius; e.g., four yards for 16 points, 8 yards for 18 points, or 16 yards for 20
points. The GM must determine the maximum level allowed; 128 yards is
recommended. You may always choose to affect a lesser area.
Statistics: Fatigue
Attack 1d-2 (Area Effect, 2 yards, +50%; Drifting, +20%; Extended Duration on
Persistent, Permanent, Dissipating, +100%; Persistent, +40%; Respiratory Agent,
+50%; Sorcery, -15%; Suffocation, +0%; Variable, Area, +5%) [14]. Further
levels add Area Effect (+50%) to the advantage [+2].
Wall of Wind
Keywords: Obvious.
Full Cost: 80 points for level 1 + 10
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Five minutes.
This spell conjures a wall of wind. You
do not have to concentrate to maintain it, Wall of Wind is “fire and forget.”
It can be cast repeatedly, allowing the sorcerer to put up multiple walls as
needed, but each wall dissipates once the duration runs out.
To find the maximum square yardage
available, look up the level of this spell on the Leveled Area Table (GURPS Thaumatology: Sorcery, p. 9) and
multiply the given radius by 3. Alternatively, know that Wall of Wind 1 has a
maximum area of six square yards, with each additional level doubling that
cumulatively. For example, Wall of Wind 3 has a limit of 24 square yards,
allowing the sorcerer to conjure a wall six yards long by four yards high, 12
yards long by two yards high, or any other valid combination. The caster may
form this into any shape he wishes.
Low-tech missiles are buffeted off course
as they cross the wall, and suffer a -6 penalty to hit. High-tech bullets suffer
a -2 penalty to hit. Any creature trying to cross the wall, takes 4d knockback
damage in a random direction. The wall also churns up loose ground material,
such as dust, small leaves, insects, and twigs, if there are any in the area. Thus,
any creatures crossing the wall must make a HT roll or be blinded for 3
seconds. Simply closing the eyes protects against this effect.
Statistics: Affliction
1 (HT; Area Effect, 2 yards, +50%; Disadvantage, Blindness, +50%; Environmental,
Debris present, -20%; Extended Duration, 30x, +60%; Fixed Duration, +0%; Link,
+10%; Persistent, +40%; Reduced Duration, 1/60, -35%; Sorcery, -15%; Variable,
Area, +5%; Vision-Based, +150%; Wall, Shapeable, +60%) [46] + Crushing Attack 2d
(Area Effect, 2 yards, +50%; Cosmic, Impedes Missile, +50%; Double Knockback,
+20%; Extended Duration, 30x, +60%; Link, +10%; Magical, -10%; No Wounding,
-50%; Persistent, +40%; Variable, Area, +5%; Wall, Shapeable, +60%) [34].
Additional levels increase Area Effect (+50%) to both advantages [+10].
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