Monday, 14 November 2016

Sorcery: Acid spells and more

Sorcery: Acid spells and more

Here's some more converted D&D spells that will probably be used in the future monster entries. Acid Arrow and Acid Ball are basic acid missile spells, while Acid Fog affects an area and obscures vision. Alter Body and Invisibility are good spells for stealthy operations. Daze is a simple incapacitating spell, and Magic Missile is a well known classic.


Acid Arrow
Keywords: Missile, Obvious.
Full Cost: 16 points for level 1 + 9/additional level.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.

An arrow of acid springs from your hand and speeds to its target. It does 1d impaling damage plus 1d follow-up corrosion damage per level. The target can dodge or block the missile.
Statistics: Impaling Attack 1d (Blockable, -5%; Sorcery, -15%) [7] + Corrosion Attack 1d (Magical, -10%; Follow-Up, +0%) [9/level].

Acid Ball
Keywords: Missile, Obvious.
Full Cost: 7 points/level.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 20 yards.
Duration: Instantaneous.

You launch an orb of acid at the target. It does 1d corrosion damage per level. The target can dodge or block the orb. This spell’s 1/2D range is 10 yards.
Statistics: Corrosion Attack (Blockable, -5%; Increased 1/2D, 5x, +10%; Reduced Range, 1/5, -20%; Sorcery, -15%) [7/level].

Acid Fog
Keywords: Area (Leveled).
Full Cost: 39 points for level 1 + 10 points/additional level.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.

You may fill a two-yard-radius area with thick acid fog. This gives -5 to all vision rolls made through it. To place fog at a distance, use Innate Attack (Gaze), with normal range penalties, but at +4 for affecting an area. The initial attack roll places the effect. It then drifts from that point with the wind.
The fog deals everything within its area 1d corrosion damage every second.
The basic (39-point) version of this spell covers a two-yard radius. For each additional 10 points, you may double this radius; e.g., four yards for 49 points, 8 yards for 59 points, or 16 yards for 69 points. The GM must determine the maximum level allowed; 128 yards is recommended. You may always choose to affect a lesser area.
Statistics: Obscure Vision 5 (Drifting, +20%; Link, +10%; Ranged, +50%; Sorcery, -15%; Variable, Area, +5%) [17] + Corrosion Attack 1d (Area Effect, 2 yards, +50%; Drifting, +20%; Link, +10%; Magical, -10%; Persistent, +40%; Variable, Area, +5%) [22]. Further levels add Area Effect (+50%) to both advantages [+10].

Alter Body
Keywords: Buff.
Full Cost: 64 points or more; see text.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

The caster alters the subject’s body, as if using the Morph advantage (p. B84). The subject must be a substantial, living being with its body made of flesh – this spell will not affect ghosts, zombies, energy beings, plants, etc. If he is knocked out or killed, he immediately reverts to his native form (which will also be unconscious or dead).
The subject retains his intelligence, but gains all the physical attributes of the new form. Note that FP are not increased for spellcasting purposes. The subject retains his mental characteristics and abilities. This spell includes the ability to make cosmetic changes. This lets the subject impersonate a specific member of any race he can turn into.
The caster can only grant forms with the same number of limbs, body layout, posture, etc. as the subject’s native form. This would limit a human Morph to humanoids (e.g., elves and giants), a wolf Morph to horizontal quadrupeds, and a bird Morph to other birds.
The caster can always grant the form of a being he can see or touch, provided its racial template cost does not exceed his maximum. Once he has granted a form, he can opt to memorize it by concentrating for one minute. This allows him to use this spell to grant that form at any time. The caster can memorize a number of forms equal to his IQ. If all his “slots” are full, his must overwrite a previously memorized form (his choice) to add the new form. Memorizing cosmetic changes also requires a “slot”.
If the caster can grant any racial template worth no more than the subject’s native one, Alter Body costs 64 points. If the caster can grant more powerful forms, add the difference between the maximum racial template cost and the cost of the subject’s native template to the base 64 points. For instance, a caster who can give a human any racial template worth up to 36 points would pay 100 points for Alter Body.

Statistics: Affliction 1 (HT; Accessibility, Only on living beings made of flesh, -20%; Advantage, Alter Body, +500%; Extended Duration, 10x, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [64]. Note: “Alter Body” is Morph (Accessibility, Only physical features, -20%; Retains Shape, -20%; Magical, -10%) [50]. 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.

Alter Self
Keywords: None.
Full Cost: 18 points.
Casting Roll: None.
Range: Self.
Duration: Indefinite.

You can assume a second, distinct appearance with no change in abilities or racial template. Your second form’s racial template cost must not be higher than the cost of your native racial template. You can only assume forms with the same number of limbs, body layout, posture, etc. as your native form. To shift between forms, you must concentrate for 1 second. If you are knocked out or killed, you immediately revert to your native form (which will also be unconscious or dead).
Every form is a separate spell. For example, a human sorcerer could take Alter Body (Human) to assume a form of a human with a different appearance and Alter Body (Elf) to assume a form of an elf.
Statistics: Alternate Form (Cosmetic, -50%; Reduced Time 4, +80%; Sorcery, -15%) [18].

Daze
Keywords: Resisted (Will).
Full Cost: 32 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.

You daze a sapient creature for 3 minutes. If the subject is standing, it remains upright, but can do nothing. If the subject is struck, slapped, or shaken, it recovers on its next turn. After that the subject is stunned (p. B420) and may roll vs. Will once per second to recover.

Statistics: Affliction 1 (Will; Accessibility, Only on sapient beings, -10%; Based on Will, +20%; Daze, +50%; Fixed Duration, +0%; Malediction 2, +150%; No Signature, +20%; Sorcery, 15%) [32].

Invisibility
Keywords: Buff.
Full Cost: 84 or 92 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.

You make the subject invisible. The subject still makes noise, leaves footprints, and has a scent – and anything the subject is carrying (up to the Medium encumbrance) becomes invisible too. The subject gets a +9 to Stealth in any situation where being seen would matter, if he is carrying no more than his Medium encumbrance.
Individuals using paranormal remote viewing (crystal balls, Clairvoyance, etc.) cannot see the subject if the subject would be invisible to their normal vision. Paranormal abilities that detect enemies, life, and so on non-visually can still see the subject.
Invisibility only works against electromagnetic vision (which encompasses ordinary vision, Infravision, Ultravision, and radar). The subject does not cast a shadow and doesn’t show up in mirrors.
The basic (84-point) version of this spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. The improved (92-point) version of this spell eliminates this limitation.
Statistics: Affliction 1 (HT; Advantage, Invisibility, +680%; Extended Duration, x10, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [84]. Notes: “Invisibility” is Invisibility (Affects Machines, +50%; Can Carry Objects, Medium, +50%; Dispels after an attack, -20%; Magical, -10%) [68]. The improved version removes the Dispels after an attack limitation from the advantage [+8].


Magic Missile
Keywords: Missile, Obvious.
Full Cost: 6 points.
Casting Roll: None. Use Innate Attack (Projectile) to «lock on».
Range: 20 yards.
Duration: Instantaneous.

A magical force missile flies off your fingertips towards your target. A successful hit does 1d-1 crushing damage. The missile can strike even insubstantial targets. The projectile is homing, so it steers itself. As it uses normal vision to seek its target, it does not ignore darkness penalties. To “lock on,” you must Aim at the target and make an unmodified skill roll. Do not roll against your skill to hit. Instead, use the attack’s skill of 10 – plus Accuracy, if you made your skill roll – and ignore all range penalties. The projectile moves 4 yards per second. For more information, see Guided and Homing Weapons (B412).
Statistics: Crushing Attack 1d-1 (Affects Insubstantial, +20%; Homing, +50%; Increased 1/2D, 2x, +5%; Reduced Range, x1/5, -20%; Sorcery, -15%) [6].

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