Sunday, 13 August 2017

Sorcery: Fluid Spells I

Sorcery: Fluid Spells I

GURPS Magical Styles - Dungeon Magic has the Fluidism style that is focused on the fluids - water and air. The trademark spells combine similar spells from the College of Air and College of Water into a single multipurpose spell. Body of Fluid is a water/air polymorphic spell. Create Fluid can create water or air. Earth to Fluid transforms earth or metal to mud, air, or water. Fluid Jet is a spell that produces a stream of air or water (also, it has a very ugly point cost).

Body of Fluid
Keywords: Buff.
Full Cost: 199 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

The subject gains the Body of Air meta-trait or the Body of Water meta-trait; see the footnote below for details. Clothing and gear weighing no more than his BL change with him. He 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.)
StatisticsAffliction 1 (HT; Alternative Enhancements (Advantage, Body of Air, +480% and Advantage, Body of Water, +1,730%), +1,826%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [199]. Notes: “Body of Air” is Alternate Form (Body of Air*; Can Carry Objects, No Encumbrance, +10%; Magical, -10%) [48]. “Body of Water” is Alternate Form (Body of Water**; Can Carry Objects, No Encumbrance, +10%; Magical, -10%) [173]. If turned into a “usually on” magical item (GURPS Thaumatology: Sorcery, pp. 27-28), the wearer can shift at will but it takes 10 seconds to do so.
* 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.
** A meta-trait from p. 262 of GURPS Basic Set: Amphibious [10]; Chameleon 1 [5]; Constriction Attack [15]; Doesn’t Breathe [20]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; Pressure Support 3 [15]; Slippery 5 [10]; Invertebrate [-20]; and Vulnerability (Dehydration attacks x2) [-10]. 175 points.
  
Create Fluid
Keywords: None.
Full Cost: 11 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: 10 seconds or permanent; see text.

This spell allows you to create breathable air or pure water where none exists. To do so, take a Concentrate maneuver and roll vs. IQ. Success means the substance appears in hand or within arm’s reach (for example, within a container you are holding). Failure means nothing happens. Critical failure means the creation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
The caster can fill an area up to one yard in radius per level with air. 1 cubic foot of air is enough for one person to breathe for 1 minute. The produced water 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 Fluid (Magical, -10%; Reduced Fatigue Cost 1, +20%) [11/level].

Earth to Fluid
Keywords: None.
Full Cost: 22 points/level or 46 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: Permanent.

The basic (22 point/level) version of this spell allows you to turn earth or clay into breathable air, mud, or water. The improved version (46 points/level) also allows you to turn metal into breathable air, mud, or water. To do so, touch the matter you wish to transform, take a Concentrate maneuver and roll vs. IQ. Success means you transform the matter successfully. Failure means nothing happens. Critical failure means the transformation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
Transmutation costs 1 FP per use.
The initial matter (and final matter, when transforming earth to mud or water) 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. This limits the volume of produced air as shown in the table below. 1 cubic foot of air is enough for one person to breathe for 1 minute.
Level
Mass
Sand (90 lbs./ft3)
Dirt/Clay (100 lbs./ft3)
Stone (140 lbs./ft3)
Iron (490 lbs./ft3)
1
10 lbs.
0.11 ft3
0.10 ft3
0.07 ft3
0.02 ft3
2
40 lbs.
0.44 ft3
0.40 ft3
0.29 ft3
0.08 ft3
3
90 lbs.
1.00 ft3
0.90 ft3
0.64 ft3
0.18 ft3
4
160 lbs.
1.78 ft3
1.60 ft3
1.14 ft3
0.33 ft3
5
250 lbs.
2.78 ft3
2.50 ft3
1.79 ft3
0.51 ft3
6
360 lbs.
4.00 ft3
3.60 ft3
2.57 ft3
0.73 ft3
7
490 lbs.
5.44 ft3
4.90 ft3
3.50 ft3
1.00 ft3
8
640 lbs.
7.11 ft3
6.40 ft3
4.57 ft3
1.31 ft3
9
810 lbs.
9.00 ft3
8.10 ft3
5.79 ft3
1.65 ft3
10
1000 lbs.
11.11 ft3
10.00 ft3
7.14 ft3
2.04 ft3
+1
=10*lvl2
=mass/density
Statistics: Create (Transmute Earth to Air, +40%; Transmute Earth to Mud, +40%; Transmute Earth to Water, +40%; Transmutation Only, -100%; Magical, -10%) [22/level]. Improved version adds Transmute Metal to Air, +40%; Transmute Metal to Mud, +40%; Transmute Metal to Water, +40% [+24/level].
  
Fluid Jet
Keywords: Jet, Obvious.
Full Cost: 35.2 points for level 1 + 9.2 additional/level***.
Casting Roll: None. Use Innate Attack (Beam) to hit.
Range: 20 yards.
Duration: Instantaneous.

You shoot a thin jet of air or water (choose when casting) from your fingertip, which can strike any target up to 20 yards away (without range or speed penalties). It can be dodged or blocked, but not parried. This jet does 1d crushing damage per level, doubled, for the purposes of knockback, but does not deal any injury or blunt trauma. Air jet can also snuff out candles, sweep the floor, and so on. Water jet will extinguish a one-yard-radius area of normal fire.
Against enemies with Injury Tolerance (Diffuse), such as gaseous beings and swarms, this becomes a much more potent attack, doing full damage – including the doubling! Ignore the usual injury cap of 2 HP (Injury to Unliving, Homogenous, and Diffuse Targets, p. B380). If producing a water jet, this also applies to creatures of fire.
If the water jet strikes the face, it causes no injury (unless the attack was against the aforementioned enemy types), but blinds the target for 3 seconds unless he makes a HT roll. Thick goggles, closed helmets, ultra-tech visors protect against this spell.
Statistics: Crushing Attack 1d (Blockable, -5%; Cosmic, Does knockback-based damage against diffuse targets, +50%; Double Knockback, +20%; Increased 1/2D, 2x, +5%; Increased Range, 2x, +10%; Jet, +0%; No Blunt Trauma, -20%; No Wounding*, -25%; Sorcery, -15%) [6/level (decreased to 1.2/level)] + Crushing Attack 1d (Blockable, -5%; Can extinguish fire, +10%; Cosmic, Does knockback-based damage against diffuse and flame targets, +50%; Double Knockback, +20%; Increased 1/2D, 2x, +5%; Increased Range, 2x, +10%; Jet, +0%; Link, +10%; No Blunt Trauma, -20%; No Wounding**, -5%; Sorcery, -15%) [8/level] + Affliction 1 (HT; Accessibility, Must hit unprotected face, -20%; Blockable, -5%; Disadvantage, Blindness, +50%; Fixed Duration, +0%; Increased 1/2D, 2x, +5%; Increased Range, 2x, +10%; Jet, +0%; Link, +10%; Magical, -10%; Reduced Duration, 1/60, -35%; Vision-Based, +150%) [26]. Notes: The two abilities are bought as Alternative Abilities.
* Except versus diffuse targets, an exception which halves the value of this limitation.
** Except versus diffuse and flame targets, an exception which decreases the value of this limitation.
*** Calculate the total cost, then round up.

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