Sorcery: Weapon Enchantments
Most of the weapon enchantments can be based on imbuements either from GURPS Power-Ups 1 - Imbuements or Pyramid #3-102. Accuracy improves the weapons chance to hit. Defending Weapon makes it easier to parry with the weapon. Graceful Weapon makes the weapon not become unready after attacking. Puissance makes the weapon deal more damage. Quick-Aim makes every Aim maneuver taken count as two.
Accuracy
Keywords: Weapon Buff.
Full Cost: 14 points for level 1 + 4
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
This spell gives the weapon +1 to
skill rolls to hit per level. It is recommended that the GM allow at most a
bonus equal to [(setting’s TL)/2 + 1] for bonuses to skill rolls.
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Accuracy 1,
+40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,
-15%) [14]. Additional levels add further Accuracy to the Advantage enhancement
[+4]. Note: Each level of “Accuracy” is DX 1 (Accessibility, Only attacks with
this weapon, -80%; Magical, -10%) [4/level].
Defending Weapon
Keywords: Weapon Buff.
Full Cost: 15 points for level 1 + 4.5
points/additional level*.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
The subject weapon permits its wielder
to parry more skillfully; each level of enchantment will give the wielder a +1
to Parry, up to a maximum of +3.
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Defending
Weapon, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [15]. Each additional level adds further Defending Weapon to the
Advantage enhancement [+4.5]. Note: “Defending
Weapon” is Enhanced Parry 1 (This weapon only; Magical, -10%) [4.5].
* Calculate the total cost and round
down.
Graceful Weapon
Keywords: Weapon Buff.
Full Cost: 24 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
The weapon does not become unready
after attacking or parrying, even on a critical miss.
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Graceful
Weapon, +140%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [24]. Note: “Graceful
Weapon” is Perfect Balance (Variant; Magical, -10%) [14].
Puissance
Keywords: Weapon Buff.
Full Cost: 14 points for level 1 + 3
points/additional level. (KYOS: 11.7 points for level 1 + 0.6 point/additional
level).
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
This spell adds +2 to swing damage and
+1 to thrust damage of the weapon or shield (not armor or clothing) per level.
The GM should impose a level cap on this spell.
Statistics:
Affliction 1 (HT; Accessibility, Only on weapons and shields, -15%; Advantage, Puissance
1, +30%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%;
Sorcery, -15%) [14] (KYOS: 11.7). Additional levels add more Puissance to the
Advantage enhancement [+3] (KYOS: +0.6). Note:
Each level of “Puissance” is Striking ST 2 (Magical, -10%; One Attack, This
weapon, -60%) [3]. (KYOS: 0.6).
Quick-Aim
Keywords: Weapon Buff.
Full Cost: 39 points or 69 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
The subject missile or throwing weapon
gains uncanny responsiveness; in game terms, an Aim action taken with the
subject weapon has the effect of two turns of aiming. The improved (69-point)
version of this spell makes every Aim action taken with the subject weapon have
the effect of three turns of aiming.
Statistics:
Affliction 1 (HT; Accessibility, Only on ranged weapons, -30%; Advantage, Quick-Aim,
+300%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,
-15%) [39]. Notes: “Quick-Aim” is Altered
Time Rate 1 (Accessibility, Only to aim with this weapon, -60%; Magical, -10%)
[30]. Improved version adds another level of Altered Time Rate [+30].
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