Wednesday, 21 December 2016

Sorcery: Even More Acid Spells

Sorcery: Even More Acid Spells

That's right, there's more to acid than just throwing balls of it or produce acid fog. You can also simply create is with Create Acid, spit it with Spit Acid, produce jets with Acid Jet, rain it on your enemies with Rain of Acid. If you want acid that dissolves even glass, then you can produce it with Essential Acid.

Acid Jet
Keywords: Jet, Obvious.
Full Cost: 15 points/level.
Casting Roll: None. Use Innate Attack (Beam) to hit.
Range: 10 yards.
Duration: One second.

A 10-yard jet of acid erupts from the caster’s hand. It can be dodged or blocked, but not parried. Treat this as a long melee weapon rather than a ranged attack, and do not apply range or speed penalties.
The jet deals 1d corrosion damage per level of this spell, but it has 1/2D 5. The jet lasts until the beginning of the sorcerer’s next turn, allowing the user to parry incoming attacks with it. If a parry is successful, the jet automatically damages the incoming weapon or limb, much like a force sword. Though this spell cannot be maintained, if cast every turn, the acid stream is not interrupted and the caster may continue to attack with it normally.
Statistics: Corrosion Attack (Destructive Parry, +10%; Jet, +0%; Melee-Capable, Reach 1, +15%; Reflexive, +40%; Sorcery, -15%) [15/level]. Note: Melee-Capable and Reflexive allow a jet to parry in this particular combination despite a jet normally being unable to do so.

Create Acid
Keywords: None.
Full Cost: 22 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: 10 seconds or permanent; see text.

This spell allows you to create corrosive acid. To do so, take a Concentrate maneuver and roll vs. IQ. Success means the acid coalesces in hand (which will probably hurt you) or within arm’s reach (for example, within a flask 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 produced acid 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.
Created acid is unstable. It vanishes in 10 seconds unless you use character points to “stabilize” it. Each point spent stabilizes a quantity worth 10% of the campaign’s average starting wealth. (This is just the tradeoff used for Trading Points for Money, p. B26.) The GM determines the cash value per pound of matter.
Points spent to stabilize matter come from your “Creation Pool,” a number of points set aside for the purpose. You can’t apply any modifiers to these points. Points used to stabilize matter are unavailable until reclaimed – which causes the matter to vanish. If the matter is crafted into an object, the item is unmade when the matter vanishes. If the matter is mixed with other materials (e.g., alloyed), you must separate it to reclaim your points; this can be a tedious process. If it’s destroyed or transformed (e.g., eaten), you can’t reclaim your points – they’re gone. You can increase your Creation Pool with unspent points at any time.
You can opt to create a minuscule amount of acid in combat without worrying about long-term stability. It just produces its effects and vanishes. Acid appears in quantity and concentration sufficient to inflict 1d corrosion damage per level, once, on a single subject. You must immerse a victim in the substance or throw it at him to do damage.
Statistics: Create Acid (Magical, -10%; Reduced Fatigue Cost 1, +20%) [22/level].
  
Essential Acid
Keywords: None.
Full Cost: 32 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: 10 seconds or permanent; see text.

This spell allows you to create essential acid, also called alkahest (GURPS Magic, page 220). To do so, take a Concentrate maneuver and roll vs. IQ. Success means the alkahest coalesces in hand (which will probably hurt you) or within arm’s reach (for example, within a flask 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 produced alkahest 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.
Created alkahest is unstable. It vanishes in 10 seconds unless you use character points to “stabilize” it. Each point spent stabilizes a quantity worth 10% of the campaign’s average starting wealth. (This is just the tradeoff used for Trading Points for Money, p. B26.) The GM determines the cash value per pound of matter.
Points spent to stabilize matter come from your “Creation Pool,” a number of points set aside for the purpose. You can’t apply any modifiers to these points. Points used to stabilize matter are unavailable until reclaimed – which causes the matter to vanish. If the matter is crafted into an object, the item is unmade when the matter vanishes. If the matter is mixed with other materials (e.g., alloyed), you must separate it to reclaim your points; this can be a tedious process. If it’s destroyed or transformed (e.g., eaten), you can’t reclaim your points – they’re gone. You can increase your Creation Pool with unspent points at any time.
You can opt to create a minuscule amount of alkahest in combat without worrying about long-term stability. It just produces its effects and vanishes. Alkahest appears in quantity and concentration sufficient to inflict 1d corrosion damage per level, once, on a single subject, and leaves a lingering effect that deals 1 point of corrosion damage per second, for a number of seconds equal to the number of dice. This effect can only be removed by rinsing the targeted zone with Essential Water. Resist Acid only halves the damage of alkahest spells, instead of rendering the target immune. You must immerse a victim in the substance or throw it at him to do damage.
Statistics: Create Acid (Cosmic, Essential Element, +50%; Magical, -10%; Reduced Fatigue Cost 1, +20%) [32/level].

Rain of Acid
Keywords: Area (Leveled).
Full Cost: 15.4 points for level 1 + 3.5 points/level*.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 seconds.

You cause acid to rain down upon an area. Use Innate Attack (Gaze), at +4, to center the area; see Scatter (p. B414) if you miss. Everyone who spends even part of their turn in the area is attacked with an effective skill of 12, modified only for their SM. Anyone hit takes 1d-1 corrosion damage. Victims may raise their shields as cover, at the risk of damaging them (p. B484). You may always choose (when casting) to scale back the area affected.
Statistics: Corrosion Attack 1d-1 (Area Effect, 2 yards, +50%; Bombardment, Skill-12, -10%; Extended Duration, 3x, +20%; Overhead, +30%; Persistent, +40%; Sorcery, -15%; Variable, Area, +5%) [15.4]. Further levels add Area Effect, +50% [+3.5].
  
Spit Acid
Keywords: Jet, Obvious.
Full Cost: 9 points/level.
Casting Roll: None. Use Innate Attack (Breath) to hit.
Range: 10 yards.
Duration: Instantaneous.

A 10-yard jet of acid erupts from your mouth. Use Innate Attack (Breath) to hit. Don’t apply range penalties; treat this as a long melee weapon rather than a ranged attack. It does corrosion damage with dice equal to your level of this spell. The GM must determine what the maximum level available in the campaign is.
Statistics: Corrosion Attack 1d (Increased 1/2D, 2x, +5%; Jet, +0%; Sorcery, -15%) [9/level].


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