Sorcery: Mass Protection Spells I
GURPS Magical Styles - Dungeon Magic and Pyramid #3-4 have some mass protection spells. They are a staple in fantasy RPGs, but they are mostly absent from Sorcery. Let's fix that. Here we have Great Deflect Energy, Great Deflect Missile, Mass Resist Acid, Mass Resist Cold, Mass Resist Fire, Mass Resist Lightning.
Great Deflect Energy
Keywords: Area (Leveled), Buff.
Full Cost: 30 points for level 1 + 5
points/additional level (or more).
Casting Roll: Will.
Range: 100 yards.
Duration: 3 minutes.
Cast on an area, this spell protects
all creatures from energy attacks within its borders. The sorcerer choose which
subjects (either individually or by type) receive the protection. Every
protected subject a bonus to Dodge against energy attacks.
If a particular subject possesses DR
with no Tough Skin limitation, the sorcerer’s casting roll is penalized by
their DR as well as the normal range penalties. Calculate effective DR for this
penalty according to the rules for Large-Area
Injury (p. B400).
By default, the Dodge bonus is +1. More
potent versions of this spell are available, as show below.
Dodge Bonus
|
Full Cost
|
+1
|
30 points for level 1 + 5
points/additional level
|
+2
|
40 points for level 1 + 5
points/additional level
|
+3
|
51 points for level 1 + 5
points/additional level
|
Statistics:
Affliction 1 (HT; Advantages, Great Deflect Energy 1, +110%; Area Effect, 2
yards, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature,
+20%; Selective Area, +20%; Sorcery, -15%) [30]. Additional levels add Area
Effect (+50%) [+5]. Notes: “Great
Deflect Energy 1” is Enhanced Dodge 1 (Limited, Energy, -20%; Magical, -10%)
[11]. Variants increase the bonus to +2 [+10] and to +3 [+21]. As a special
effect, the DR subtracts from the casting roll rather than forcing a resistance
roll.
Great Deflect Missile
Keywords: Area (Leveled), Buff.
Full Cost: 27 points for level 1 + 5
points/additional level (or more).
Casting Roll: Will.
Range: 100 yards.
Duration: 3 minutes.
Cast on an area, this spell protects
all creatures from missiles within its borders. The sorcerer may choose which
subjects (either individually or by type) receive the protection. Every
protected subject a bonus to Dodge against projectile attacks.
If a particular subject possesses DR
with no Tough Skin limitation, the sorcerer’s casting roll is penalized by
their DR as well as the normal range penalties. Calculate effective DR for this
penalty according to the rules for Large-Area
Injury (p. B400).
By default, the Dodge bonus is +1. More
potent versions of this spell are available, as show below.
Dodge Bonus
|
Full Cost
|
+1
|
27 points for level 1 + 5
points/additional level
|
+2
|
34 points for level 1 + 5
points/additional level
|
+3
|
42 points for level 1 + 5
points/additional level
|
Statistics:
Affliction 1 (HT; Advantages, Great Deflect Missile 1, +80%; Area Effect, 2
yards, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature,
+20%; Selective Area, +20%; Sorcery, -15%) [27]. Additional levels add Area
Effect (+50%) [+5]. Notes: “Great
Deflect Missile 1” is Enhanced Dodge 1 (Limited, Projectiles, -40%; Magical,
-10%) [8]. Variants increase the bonus to +2 [+7] and to +3 [+15]. As a special
effect, the DR subtracts from the casting roll rather than forcing a resistance
roll.
Mass Resist Acid
Keywords: Area (Leveled), Buff.
Full Cost: 81 points for level 1 + 5
points/additional level (or more).
Casting Roll: Will.
Range: 100 yards.
Duration: 30 minutes.
Cast on an area, this spell protects
all creatures within from acid. The sorcerer may choose which subjects (either
individually or by type) receive the protection. Every protected subject becomes
virtually immune to acid. He and all of his gear have DR 10 against acid – including
not only Missile and Jet spells, but also to ingested acid and spells that
bypass normal DR to cause direct, internal damage. Resistible acidic effects
other than damage (e.g., a spell to inflict heartburn) simply fail, as though
the subject had successfully resisted. In addition, all of his DR (from this spell,
his armor, tough hide, etc.) is immune to being eroded away by acid.
If a particular subject possesses DR
with no Tough Skin limitation, the sorcerer’s casting roll is penalized by
their DR as well as the normal range penalties. Calculate effective DR for this
penalty according to the rules for Large-Area
Injury (p. B400).
By default, the DR equals to 10. More
potent versions of this spell are available, as show below.
DR
|
Full Cost
|
10
|
81 points for level 1 + 5
points/additional level
|
20
|
121 points for level 1 + 5
points/additional level
|
30
|
161 points for level 1 + 5
points/additional level
|
Statistics:
Affliction 1 (HT; Advantage, Mass Resist Acid 1, +580%; Area Effect, 2 yards,
+50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x,
+15%; No Signature, +20%; Selective Area, +20%; Sorcery, -15%) [81]. Additional
levels add further Resist Acid to Advantage (+400%) [+40]. Notes: “Mass Resist Acid 1” is Damage Resistance 10 (Force Field,
+20%; Limited, Acid, -40%; Magical, -10%) [35] + Immunity to Noxious Acidic
Effects (Magical, -10%) [9] + Internal Damage Resistance 10 (Limited, Acid, -40%;
Magical, -10%) [5] + Internal Sealed (Acid-Resistant Only, below, -60%; Magical,
-10%) [1] + Sealed (Acid-Resistant Only, below, -60%; Force Field, +20%;
Magical, -10%) [8]. Additional levels add Area Effect (+50%) [+5]. Variants
increase both DRs by 10 [+40]. As a special effect, the DR subtracts from the
casting roll rather than forcing a resistance roll.
Mass Resist Cold
Keywords: Area (Leveled), Buff.
Full Cost: 72 points for level 1 + 5
points/additional level (or more).
Casting Roll: Will.
Range: 100 yards.
Duration: 30 minutes.
Cast on an area, this spell protects
all creatures within from cold. The sorcerer may choose which subjects (either
individually or by type) receive the protection. Every protected subject becomes
virtually immune to cold. He and all of his gear have DR 10 against cold – including
not only Missile and Jet spells, but also to ingested cold and spells that
bypass normal DR to cause direct, internal damage. Resistible cold effects
other than damage simply fail, as though the subject had successfully resisted.
If a particular subject possesses DR
with no Tough Skin limitation, the sorcerer’s casting roll is penalized by
their DR as well as the normal range penalties. Calculate effective DR for this
penalty according to the rules for Large-Area
Injury (p. B400).
By default, the DR equals to 10. More
potent versions of this spell are available, as show below.
DR
|
Full Cost
|
10
|
72 points for level 1 + 5
points/additional level
|
20
|
112 points for level 1 + 5
points/additional level
|
30
|
152 points for level 1 + 5
points/additional level
|
Statistics:
Affliction 1 (HT; Advantage, Mass Resist Cold 1, +490%; Area Effect, 2 yards,
+50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x,
+15%; No Signature, +20%; Selective Area, +20%; Sorcery, -15%) [86]. Notes: “Mass Resist Cold 1” is Damage
Resistance 10 (Force Field, +20%; Limited, Cold, -40%; Magical, -10%) [35] + Immunity
to Noxious Cold Effects (Magical, -10%) [9] + Internal Damage Resistance 10
(Limited, Cold, -40%; Magical, -10%) [5]. Additional levels add Area Effect
(+50%) [+5]. Variants increase both DRs by 10 [+40]. As a special effect, the
DR subtracts from the casting roll rather than forcing a resistance roll.
Mass Resist Fire
Keywords: Area (Leveled), Buff.
Full Cost: 72 points for level 1 + 5
points/additional level (or more).
Casting Roll: Will.
Range: 100 yards.
Duration: 30 minutes.
Cast on an area, this spell protects
all creatures within from fire. The sorcerer may choose which subjects (either
individually or by type) receive the protection. Every protected subject becomes
virtually immune to fire. He and all of his gear have DR 10 against fire and
heat – including not only Missile and Jet spells, but also to ingested fire and
spells that bypass normal DR to cause direct, internal damage. Resistible fire
effects other than damage simply fail, as though the subject had successfully
resisted.
If a particular subject possesses DR
with no Tough Skin limitation, the sorcerer’s casting roll is penalized by
their DR as well as the normal range penalties. Calculate effective DR for this
penalty according to the rules for Large-Area
Injury (p. B400).
By default, the DR equals to 10. More
potent versions of this spell are available, as show below.
DR
|
Full Cost
|
10
|
72 points for level 1 + 5
points/additional level
|
20
|
112 points for level 1 + 5
points/additional level
|
30
|
152 points for level 1 + 5
points/additional level
|
Statistics:
Affliction 1 (HT; Advantage, Mass Resist Fire 1, +490%; Area Effect, 2 yards,
+50%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x,
+15%; No Signature, +20%; Selective Area, +20%; Sorcery, -15%) [72]. Notes: “Mass Resist Fire 1” is Damage
Resistance 10 (Force Field, +20%; Limited, Heat/Fire, -40%; Magical, -10%) [35]
+ Immunity to Noxious Fire Effects (Magical, -10%) [9] + Internal Damage
Resistance 10 (Limited, Heat/Fire, -40%; Magical, -10%) [5]. Additional levels
add Area Effect (+50%) [+5]. Variants increase both DRs by 10 [+40]. As a
special effect, the DR subtracts from the casting roll rather than forcing a
resistance roll.
Mass Resist Lightning
Keywords: Area (Leveled), Buff.
Full Cost: 78 points for level 1 + 5
points/additional level (or more).
Casting Roll: Will.
Range: 100 yards.
Duration: 30 minutes.
Cast on an area, this spell protects
all creatures within from electricity. The sorcerer may choose which subjects
(either individually or by type) receive the protection. Every protected
subject becomes virtually immune to electricity. He and all of his gear have DR
10 against electricity – including not only Missile and Jet spells, but also spells
that bypass normal DR to cause direct, internal damage. Resistible electric
effects other than damage (e.g., psionic Confuse to stun him) simply fail, as
though the subject had successfully resisted. In addition, all of his DR is
considered nonmetallic and nonconductive for the purpose of resisting electrical
penetration, and none of his gear can be “shorted out” by electricity.
If a particular subject possesses DR
with no Tough Skin limitation, the sorcerer’s casting roll is penalized by
their DR as well as the normal range penalties. Calculate effective DR for this
penalty according to the rules for Large-Area
Injury (p. B400).
By default, the DR equals to 10. More
potent versions of this spell are available, as show below.
DR
|
Full Cost
|
10
|
78 points for level 1 + 5
points/additional level
|
20
|
118 points for level 1 + 5
points/additional level
|
30
|
158 points for level 1 + 5
points/additional level
|
Statistics: Affliction 1 (HT;
Advantage, Mass Resist Lightning 1, +550%; Area Effect, 2 yards, +50%; Extended
Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No
Signature, +20%; Selective Area, +20%; Sorcery, -15%) [78]. Additional levels
add further Resist Lightning to Advantage (+400%) [+40]. Notes: “Mass Resist Lightning 1” is Damage Resistance 10 (Force
Field, +20%; Limited, Electricity, -40%; Magical, -10%) [35] + Immunity to
Electrical Conduction (Force Field, +20%; Magical, -10%) [6] + Immunity to Noxious
Electrical Effects (Magical, -10%) [9] + Internal Damage Resistance 10
(Limited, Electricity, -40%; Magical, -10%) [5]. “Immunity to Electrical
Conduction” protects implants like cybernetics from being surged by
electricity; adding Force Field extends this to carried gear and prevents
metallic armor from being reduced to DR 1 against an electrical attack. Additional
levels add Area Effect (+50%) [+5]. Variants increase both DRs by 10 [+40]. As
a special effect, the DR subtracts from the casting roll rather than forcing a
resistance roll.
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