Saturday 21 January 2017

Sorcery: Earth Spells II

Sorcery: Earth Spells II

Even more earth spells! The jet spells were tricky to build, but the trickiest one of all was Steelwraith.

Entombment
Keywords: Resisted (HT).
Full Cost: 112 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Permanent.

If the subject fails to resist, he is instantly swallowed by the earth. He remains in suspended animation (doesn’t need to breathe, drink, eat, doesn’t age) in a tiny spherical chamber 50 feet underground, until rescued by tunneling or the reverse of this spell.
A mage who casts Entombment on himself may elect to stay awake, but this is unwise unless he can create air!

Statistics: Affliction 1 (HT; Advantage, Suspended Animation, +590%; Environmental, Ground, -10%; Extended Duration, Permanent, +150%; Malediction 2, +150%; No Signature, +20%; Paralysis, Variant, +150%; Selectivity, Only to remove suspended animation on yourself, +5%; Terminal Condition, Freed by tunneling, -10%; Sorcery, -15%) [112]. Note: “Suspended Animation” is Doesn’t Breathe (Magical, -10%) [18] + Doesn’t Eat or Drink (Magical, -10%) [9] + Doesn’t Sleep (Magical, -10%) [18] + Unaging (Magical, -10%) [14].

Mud Jet
Keywords: Jet, Obvious.
Full Cost: 33 points for level 1 + plus 7 points per additional level.
Casting Roll: None. Use Innate Attack (Beam) to hit.
Range: 20 yards.
Duration: Instantaneous.

You shoot a thin jet of mud from your fingertip, which can strike any target up to 20 yards away (without range or speed penalties). It can be dodged or blocked, but not parried. This jet does 1d crushing damage per level, doubled, for the purposes of knockback only. It will extinguish a one-yard-radius area of normal fire.
Against enemies with Injury Tolerance (Diffuse), such as gaseous beings and swarms, this becomes a much more potent attack, doing full damage – including the doubling! Ignore the usual injury cap of 2 HP (Injury to Unliving, Homogenous, and Diffuse Targets, p. B380).
If the spell strikes the face, it causes no injury, but blinds the target for 3 seconds unless he makes a HT roll. Thick goggles, closed helmets, ultra-tech visors protect against this spell.
Statistics: Crushing Attack 1d (Blockable, -5%; Can extinguish fire, +10%; Cosmic, Does knockback-based damage against diffuse targets, +50%; Double Knockback, +20%; Increased 1/2D, 2x, +5%; Increased Range, 2x, +10%; Jet, +0%; Link, +10%; No Blunt Trauma, -20%; No Wounding*, -25%; Sorcery, -15%) [7/level] + Affliction 1 (HT; Accessibility, Must hit unprotected face, -20%; Blockable, -5%; Disadvantage, Blindness, +50%; Fixed Duration, +0%; Increased 1/2D, 2x, +5%; Increased Range, 2x, +10%; Jet, +0%; Link, +10%; Magical, -10%; Reduced Duration, 1/60, -35%; Vision-Based, +150%) [26].
* Except versus diffuse targets, an exception which halves the value of this limitation.

Partial Petrifaction
Keywords: Resisted (HT).
Full Cost: 54 points.
Casting Roll: Will. Use DX or unarmed combat skills to hit.
Range: Touch.
Duration: Permanent.

With a touch, you can partially turn a living subject into stone! You can affect anything from a single finger to the whole body from the neck down, but you cannot affect the head. If the subject fails to resist, the body parts selected by the caster and anything he is carrying on those parts become stone. This does not affect magic items, backpacks, and things carried in hands. The subject’s metabolism is magically altered to survive the experience. This cannot be undone via Dispel Magic (GURPS Thaumatology: Sorcery, p. 21); countering it requires Remove Curse (GURPS Thaumatology: Sorcery, p. 21) or the equivalent of Stone to Flesh (GURPS Magic, p. 53).
Statistics: Affliction 1 (HT; Can’t petrify the head, -10%; Cosmic, Immune to Dispel Magic, +50%; Extended Duration, Permanent, +150%; Malediction 1, +100%; Melee Attack, Reach C, -30%; No Signature, +20%; Paralysis, Variant, +150%; Selective Effect, +20%; Sorcery, -15%) [54].

    Rain of Stones
    Keywords: Area (Leveled).
    Full Cost: 9 points (or more).
    Casting Roll: None. Use Innate Attack (Gaze) to aim.
    Range: 100 yards.
    Duration: 30 seconds.

    You cause stones 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 crushing 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 damage or the area affected.
    The basic (9-point) version of this spell lets you affect an area up to 2 yards across. Each additional doubling of area adds to basic cost; the GM sets the cap on this increase, but 128 yards is the recommended maximum. For an additional +75% to cost (including any increased area), rounded up, the damage can be upgraded to 2d-2 crushing. This is summarized in the table below.

Damage

2 yards

4 yards

8 yards

16 yards

32 yards

64 yards

128 yards

1d-1

9 points

11 points

13 points

16 points

18 points

20 points

22 points

2d-2

16 points

20 points

23 points

27 points

30 points

34 points

37 points

    Statistics: Crushing Attack 1d-1 (Area Effect, 2 yards, +50%; Bombardment, Skill-12, -10%; Extended Duration, 3x, +20%; Overhead, +30%; Persistent, +40%; Sorcery, -15%; Variable, +5%; Variable, Area, +5%) [9]. Improved versions add Area Effect (+50%/level) and/or improve to Crushing Attack 2d-2.

Sand Jet
Keywords: Jet, Obvious.
Full Cost: 23 points.
Casting Roll: None. Use Innate Attack (Beam) to hit.
Range: 10 yards.
Duration: Instantaneous.

You shoot a thin jet of sand particles from your fingertip, which can strike any target up to 10 yards away (without range or speed penalties). It can be dodged or blocked, but not parried.
If the spell strikes the face, it causes no injury, but blinds the target for 3 seconds unless he makes a HT roll. Thick goggles, closed helmets, ultra-tech visors protect against this spell.
Statistics: Affliction 1 (HT; Accessibility, Must hit unprotected face, -20%; Blockable, -5%; Disadvantage, Blindness, +50%; Fixed Duration, +0%; Increased 1/2D, 2x, +5%; Jet, +0%; Reduced Duration, 1/60, -35%; Sorcery, -15%; Vision-Based, +150%) [23].


Steelwraith
Keywords: Buff.
Full Cost: 96 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Nine minutes.

This spell makes the subject to intangible to metal. He cannot turn this ability off, and automatically falls through any metal floors. He will need to hold his breath on long trips (this spell does not provide air) and gains no special ability to see through metal. He may carry up to Medium encumbrance while doing this, but he cannot carry any metal objects – they fall through his body.
This spell does not make the subject immune to attacks with metal weapons, but makes his highly resistant to them. The subject is considered to be diffuse against metal attacks. It makes him immune to crippling injuries and reduces the damage you suffer from attacks with metal weapons; see Injury to Unliving, Homogenous, and Diffuse Targets (p. B380). Metal foes cannot slam or grapple the subject! This includes all the benefits of No Blood, No Brain, and No Vitals, but only against metal attacks.
Statistics: Affliction 1 (HT; Advantage, Steelwraith, +820%; Extended Duration, 3x, +20%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [96]. Note: “Steelwraith” is Permeation (Metal; Always On, -40%; Can Carry Objects, Medium Encumbrance, +50%; Magical, -10%; Nuisance Effect, Can’t carry anything metal, -20%) [32] + Injury Tolerance (Diffuse; Limited, Metal, -40%; Magical, -10%) [50].

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