Thursday 2 November 2017

Sorcery: Elemental Weapon Transformation Spells

Sorcery: Elemental Weapon Transformation Spells

And here are more spells based on transformational imbuements. Burning/Corrosive/Frost/Fulminating Weapon turn the target weapon to fire, acid, cold, or lightning, respectively.

Burning Weapon
Keywords: Weapon Buff.
Full Cost: 36 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell turns the weapon or projectiles it fires to flame, converting the damage of a non-burning attack from its usual damage type to burning. For impaling or piercing weapons, you end up with a tight-beam burning attack, which can target vital areas.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Burning Weapon, +260%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [36]. Notes: “Burning Weapon” is 26 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). This spell is based on the Burning Strike imbuement skill.
   
Corrosive Weapon
Keywords: Weapon Buff.
Full Cost: 44 points for level 1 + 16 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell turns the weapon to acid, converting the damage of a non-corrosion attack from its usual damage type to corrosion. The damage is reduced according to the following table.
Level
Damage
Level
Damage
1
50%
4
80%
2
60%
5
90%
3
70%
6
Full damage
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Corrosive Weapon, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Corrosive Weapon” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -2 in penalties [+16]. This spell is based on the Corrosive Strike imbuement skill.

Frost Weapon
Keywords: Weapon Buff.
Full Cost: 45 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell turns the weapon into a weapon of chilling negative energy. Roll damage as usual but interpret it as fatigue damage that works like the FP loss described for Cold (p. B430), which is difficult to recover from. Alternatively, the wielder may decide to inflict burning damage that cannot start fires (as it comes from extreme cold, not heat), instead of fatigue damage.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Frost Weapon, +350%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [45]. Notes: “Frost Weapon” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11) + Frost Strike (Magical, -10%) [1]. This spell is based on the Chilling Strike imbuement skill.
  
Fulminating Weapon
Keywords: Weapon Buff.
Full Cost: 44 points for level 1 + 40 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell turns the weapon to raw lightning. Damage becomes burning and gains the surge modifier (p. B105). It now treats metallic armor with DR over 1 as DR 1. Any target that suffers even 1 point of damage from it must make a HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. The damage is reduced according to the following table.
Level
Damage
1
-2 per die
2
-1 per die
3
Full damage
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Fulminating Weapon, +340%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Notes: “Fulminating Weapon” is 34 points, per Enhances or Transforms an Existing Attack (GURPS Thaumatology: Sorcery, p. 11). Each additional level removes -5 in penalties [+40]. This spell is based on the Fulminating Strike imbuement skill from Pyramid #3-60.

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