Sorcery: Earth Spells IV
Here are two earth spells from GURPS Magic - Death Spells and three earth spells from GURPS Underground Adventures. Break Rock is useful when dismantling rock buildings and digging tunnels. Dust to Dust is an instant death spell. Heart of Stone literally transforms the victim's heart into stone. Seek Landform is a more generalized version of Seek Pass. Trace Labyrinth is useful to not lose your bearings underground.
Break Rock
Keywords: None.
Full Cost: 11 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Instantaneous.
This spell allows you to reduce a
volume of rock to smaller pieces. To break rock, you must touch it, take a
Concentrate maneuver, and pay 1 FP. Then make an IQ roll. Success means the
target is reduced to smaller boulders (averaging one cubic foot and 150 lbs.),
rubble suitable for construction, or gravel; only gravel can be shoveled out.
The mass of rock will collapse naturally after it breaks. This spell only
affects inanimate objects.
The destroyed rock can weigh up to 10
x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at
level 3, and so on.
Statistics: Create
Rock (Destruction Only, Variant, +0%; Magical, -10%; Reduced Fatigue Cost 1,
+20%) [11/level].
Dust to Dust
Keywords: Resisted (HT).
Full Cost: 70 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.
Turns a living subject and all of
that person’s gear into a fine dust that has no hope of reassembly into its old
form.
Statistics:
Affliction 1 (HT; Accessibility, Only on living creatures, -10%; Cosmic, Leaves
no trace of the victim, +50%; Disadvantage, Fragile (Enhanced Unnatural), +100%;
Heart Attack, +300%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [70].
Heart of Stone
Keywords: Resisted (HT).
Full Cost: 60 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.
This spell turns the subject’s heart
to a lump of rock in his chest. If the victim fails to resist, he suffers a
heart attack as described on p. B429, except that resuscitation is impossible.
Only a Stone to Flesh or Remove Curse spell cast within HT/3 minutes can negate
this effect (and if so, the usual FP and HP losses for a heart attack remain).
This spell can affect only living
beings who don’t have a variety of Injury Tolerance that includes No Blood or
No Vitals.
Statistics:
Affliction 1 (HT; Accessibility, Only on living creatures with a heart, -10%;
Cosmic, Needs magical healing, +50%; Heart Attack, Variant, +300%; Malediction
2, +150%; No Signature, +20%; Sorcery, ‑15%) [60].
Seek Landform
Keywords: Information.
Full Cost: 26 points.
Casting Roll: Per. Use IQ for
analysis.
Range: Unlimited.
Duration: Instantaneous.
After casting, the GM rolls against the
sorcerer’s Per, with a penalty based on the distance to the nearest specified
landform (mountain pass, mouths of a cave, and other terrain features). Use the
long-distance modifiers. If successful, the caster knows the exact distance and
direction to the landform, and may make a follow-up IQ roll (at no penalty) to learn
basic details about it.
Any known landforms may be excluded
if the caster mentions them before casting.
Statistics:
Detect Landform (Long-Range 1, +50%; Precise, +100%; Selective Effect, +20%;
Sorcery, -15%) [26].
Trace Labyrinth
Keywords: None.
Full Cost: 3 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.
As long as the spell is active, it
will create a magical trace of the caster’s movement, which everyone can see as
a faintly glowing line. After the spell lapses, the trace extends no further,
but remains visible as long as the caster is underground, and vanishes
immediately when he leaves.
Statistics: Absolute
Direction (Accessibility, Only underground, -30%; Sorcery, -15%; Trace Stays,
+15%; Visible, -10%) [3].
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