Tuesday, 14 February 2017

Sorcery: Air Spells III

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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