Sorcery: More Body of (Element) Spells
In the last post I have converted the primary four elemental Body of (Element) spells. But there are some more. Body of Leaves and Body of Slime I already have converted in this post. Body of Wind ended up being ridiculously expensive.
Body of Ice
Keywords: Buff.
Full Cost: 121 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The subject gains the Body of Ice
meta-trait; see the footnote below for details. Clothing and gear weighing no more
than his BL change with him. He cannot shift back on his own; he must wait for
the spell to expire or be dispelled. (This does not change if the sorcerer is
the subject.)
Statistics:
Affliction 1 (HT; Advantage, Body of Ice, +1,050%; Extended Duration, 10x, +40%;
Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,
-15%) [121]. Notes: “Body of Ice” is
Alternate Form (Body of Ice*; Can Carry Objects, No Encumbrance, +10%; Magical,
-10%) [105]. 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.
* A meta-trait from p. 262 of GURPS Basic Set: Doesn’t Breathe [20];
DR 3 [15]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No
Blood) [45]; Pressure Support 3 [15]; Sealed [15]; Slippery 3 [6]; Terrain Adaptation
(Ice) [5]; Vacuum Support [5]; Fragile (Brittle) [-15]; Vulnerability
(Heat/fire attacks, x2) [-30]; and Weakness (Intense normal heat; 1d/minute;
Variable, -40%) [-12]. 99 points.
Body of Lightning
Keywords: Buff.
Full Cost: 82 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The subject gains the Body of Lightning
meta-trait; see the footnote below for details. Clothing and gear weighing no more
than his BL change with him. He cannot shift back on his own; he must wait for
the spell to expire or be dispelled. (This does not change if the sorcerer is
the subject.)
Stop Power acts as Glue and Steal Power
acts as Steal Strength on the subject.
Statistics:
Affliction 1 (HT; Advantage, Body of Lightning, +660%; Extended Duration, 10x,
+40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,
-15%) [82]. Notes: “Body of Lightning”
is Alternate Form (Body of Lightning*; Can Carry Objects, No Encumbrance, +10%;
Magical, -10%) [66]. 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.
* A meta-trait from p. 198 of GURPS Basic Set: ST 0 [-100]; HP +10 [20];
Burning Attack 1d (Always On, -40%; Aura, +80%; Melee Attack, Reach C, -30%)
[6]; Doesn’t Breathe [20]; DR 10 (Limited: Electricity, -40%) [30]; Immunity to
Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; No Manipulators
[-50]; Feature (Affected by Energy Spells (GURPS
Magic, p. 178) [0]; and Taboo Trait (Fixed ST) [0]. 56 points.
Body of Metal
Keywords: Buff.
Full Cost: 188 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The subject gains a slightly altered
Body of Metal meta-trait; see the footnote below for details. Clothing and gear
weighing no more than his BL change with him. He cannot shift back on his own;
he must wait for the spell to expire or be dispelled. (This does not change if
the sorcerer is the subject.)
Statistics:
Affliction 1 (HT; Advantage, Body of Metal, +1,720%; Extended Duration, 10x,
+40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,
-15%) [188]. Notes: “Body of Metal” is Alternate Form (Body of Metal*; Can
Carry Objects, No Encumbrance, +10%; Magical, -10%) [172]. 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.
* A slightly altered meta-trait from
p. 262 of GURPS Basic Set: Affected
by Magnetism [-1]; Doesn’t Breathe [20]; DR 9 [45]; Immunity to Metabolic
Hazards [30]; Injury Tolerance (Homogenous, No Blood) [45]; Pressure Support 3
[15]; Sealed [15]; and Vacuum Support [5]. 174
points.
Body of Plastic
Keywords: Buff.
Full Cost: 144 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The subject gains the Body of Plastic
meta-trait; see the footnote below for details. Clothing and gear weighing no more
than his BL change with him. He cannot shift back on his own; he must wait for
the spell to expire or be dispelled. (This does not change if the sorcerer is
the subject.)
Statistics:
Affliction 1 (HT; Advantage, Body of Plastic, +1,280%; Extended Duration, 10x,
+40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,
-15%) [144]. Notes: “Body of Plastic”
is Alternate Form (Body of Plastic*; Can Carry Objects, No Encumbrance, +10%;
Magical, -10%) [128]. 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.
* A meta-trait from p. 183 of GURPS Magic: Doesn’t Breathe [20]; DR 1 [5];
Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No Blood)
[45]; Pressure Support 1 [5]; Sealed [15]; Vacuum Support [5]. 125 points.
Body of Shadow
Keywords: Resisted (HT).
Full Cost: 28 points.
Casting Roll: Will.
Range: Unlimited.
Duration: 3 minutes.
The subject becomes a
two-dimensional shadow. This lets him slip along walls and floors – and through
the thinnest cracks (anything wide enough to fit his shoulders through) – at his
usual ground Move. He can also defy gravity, creeping up walls and across
ceilings at half Move.
Physical attacks do half damage to the
subject in this form. Energy attacks do normal damage, except for light-based attacks,
which do 50% extra damage. Magic, psi, and other purely mental abilities affect
the subject normally.
The subject is subject to a few
major restrictions while in this form. He cannot walk through three-dimensional
space; he must slide along an object.
Furthermore, he cannot perform any purely physical attacks or actions, and he
cannot carry ordinary items or affect them in any way. He can use magic, psi,
and similar abilities, however.
Statistics:
Affliction 1 (HT; Disadvantage, Shadow Form, +20%; Fixed Duration, +0%;
Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [28].
Body of Stone
Keywords: Buff.
Full Cost: 157 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The subject gains the Body of Stone
meta-trait; see the footnote below for details. Clothing and gear weighing no more
than his BL change with him. He cannot shift back on his own; he must wait for
the spell to expire or be dispelled. (This does not change if the sorcerer is
the subject.)
Statistics:
Affliction 1 (HT; Advantage, Body of Stone, +1,260%; Extended Duration, 10x,
+40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,
-15%) [157]. Notes: “Body of Stone”
is Alternate Form (Body of Stone*; Can Carry Objects, No Encumbrance, +10%;
Magical, -10%) [126]. 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.
* A meta-trait from p. 262 of GURPS Basic Set: Doesn’t Breathe [20];
DR 5 [25]; Immunity to Metabolic Hazards [30]; Injury Tolerance (Homogenous, No
Blood) [45]; Pressure Support 3 [15]; Sealed [15]; Vacuum Support [5]; and Fragile
(Brittle) [-15]. 140 points.
Body of Wind
Keywords: Buff.
Full Cost: 308 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 minutes.
The subject gains the Body of Wind
meta-trait; see the footnote below for details. Clothing and gear weighing no more
than his BL change with him. He cannot shift back on his own; he must wait for
the spell to expire or be dispelled. (This does not change if the sorcerer is
the subject.)
Statistics:
Affliction 1 (HT; Advantage, Body of Wind, +2,920%; Extended Duration, 10x, +40%;
Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery,
-15%) [308]. Notes: “Body of Wind” is
Alternate Form (Body of Wind*; Can Carry Objects, No Encumbrance, +10%;
Magical, -10%) [292]. 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.
* A new meta-trait: ST+6 [60]; +10
HP [20]; Doesn’t Breathe [20]; Flight (Lighter Than Air, -10%) [36]; Immunity
to Metabolic Hazards [30]; Injury Tolerance (Diffuse) [100]; No Legs (Aerial)
[0]; No Fine Manipulators [-30]; Storm** [71]; and Taboo Trait (Fixed ST) [0]. 307 points.
** “Storm” is Crushing Attack 4d (Always
On, -20%; Aura, +80%; Area Effect, 2 yards, +50%; Double Knockback, +20%; Emanation,
-20%; Environmental, Air, -5%; Link, +10%; Magical, -10%; Melee Attack, Reach
C, -30%; No Blunt Trauma, -20%; No Wounding, -50%) [21] + Enhanced Dodge 2 (Affects
Others 1, +50%; Area Effect, 2 yards, +50%; Environmental, Air, -5%; Force
Field, +20%; Limited, Projectiles, -40%; Magical, -10%) [50]. First, for every creature or unattended
object within 2 yards of you, roll 4d as for crushing damage, determine
knockback, and then double the distance; however, the victim suffers no actual
damage or blunt trauma from the effect – just the consequences of being hurled
around. As a special effect, knockback from this moves victims sideways (all
clockwise or all anticlockwise; decide when triggering the attack) rather than
away from you. Second, Dodge of you and all creatures within 2 yards of you is
increased by 2 against projectile attacks.
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