Monday, 21 August 2017

Sorcery: Mass Protection Spells I

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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