Sorcery: Lightning Spells
Lightning spells are the only ones left unconverted in the colleges of Air and Weather. Let's tackle them to get done with those colleges. Explosive Lightning and Spark Cloud are area attacks. Lightning Whip and Shocking Touch are lightning melee attacks.
Explosive Lightning
Keywords: Area (Fixed), Missile,
Obvious.
Full Cost: 16.5 points/level*.
Casting Roll: None. Use Innate
Attack (Beam) to hit.
Range: 100 yards.
Duration: Instantaneous.
You fire a coruscating discharge of
electricity that expands to cover an area; it is not technically an explosion,
but the term has long since entered common use. Use Innate Attack (Beam) to
hit, applying normal range penalties, but at +4 for targeting an area. Everyone
within four yards of that spot takes dice of burning surge damage equal to your
level of this spell. The GM must determine what the maximum level available in
the campaign is.
Metallic armor counts as DR 1 against this
attack, but nonmetallic armor protects normally. Targets stuck by this attack must
make an HT roll, at -1 per 2 points of penetrating damage, or be physically
stunned. On subsequent turns, they can roll HT to recover. Explosive Lightning
behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details.
Statistics:
Burning Attack 1d (Area Effect, 4 yards, +100%; Nuisance Effect, Behaves
erratically around conductors, -5%; Sorcery, -15%; Surge, Arcing, +100%; Side
Effect, Stunning, +50%) [16.5/level*].
* Calculate the total cost and then
round up.
Lightning Whip
Keywords: Obvious.
Full Cost: 19 points.
Casting Roll: None. Use Force Whip
to hit.
Range: Self.
Duration: Instantaneous.
While this spell is active, the
caster has a whip of lightning in his hand. It is wielded like a normal whip
(p. B404), except that it always takes only one second to ready, and it cannot
be used to parry or entangle. The whip has Reach 1-4 (changing Reach requires a
Ready maneuver) and inflicts swing burning surge damage every time it strikes. Metallic
armor counts as DR 1 against this attack, but nonmetallic armor protects
normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points
of penetrating damage, or be physically stunned. On subsequent turns, they can
roll HT to recover.
Statistics: Natural
Weapon (Burning; Cannot Parry, -40%; Destructive Parry, +40%; Extra Reach, 1-4,
Ready maneuver necessary, +90%; Intangible, +50%; Side Effect, Stunning, +50%; Single,
-20%; Sorcery, -15%; Surge, Arcing, +100%; Swing-Capable, +20%) [19].
Shocking Touch
Keywords: Obvious.
Full Cost: 10 points/level.
Casting Roll: None. Use unarmed
combat skill or DX to hit.
Range: Touch.
Duration: Instantaneous.
This spell charges the caster’s hand
with electricity. The caster must touch the subject to trigger this spell. The
touch deals 1d burning surge damage per level of this spell. Metallic armor counts
as DR 1 against this attack, but nonmetallic armor protects normally. Targets
stuck by this attack must make an HT roll, at -1 per 2 points of penetrating
damage, or be physically stunned. On subsequent turns, they can roll HT to
recover.
Statistics:
Burning Attack 1d (Melee Attack, Reach C, Cannot Parry, -35%; Sorcery, -15%;
Surge, Arcing, +100%; Side Effect, Stunning, +50%) [10/level].
Spark Cloud
Keywords: Area (Leveled).
Full Cost: 7 points for level 1 + 1
points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.
Creates a cloud of electrical
sparks. It does not block vision, but it inflicts burning surge damage to
anyone standing in it. 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 creature in the area takes
1d-2 burning surge damage per turn. Metallic armor counts as DR 1 against this
attack, but nonmetallic armor protects normally. Targets stuck by this attack must
make an HT roll, at -1 per 2 points of penetrating damage, or be physically
stunned. On subsequent turns, they can roll HT to recover.
Statistics: Burning
Attack 1d-2 (Area Effect, 2 yards, +50%; Drifting, +20%; Persistent, +40%;
Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Stunning, +50%; Variable,
Area, +5%) [7]. Further levels add Area Effect (+50%) to the advantage [+1].
This spell list is actually really handy for a campaign I'm working on! Cool stuff.
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