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.)
Statistics: Affliction 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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