Saturday 7 January 2017

Sorcery: Elemental Weapon Buffs

Sorcery: Elemental Weapon Buffs

Icy Weapon from GURPS Thaumatology - Sorcery, page 25, allows the caster to enchant his weapon with cold. Let's make variations of this spell for other damage types.

Acid Weapon
Keywords: Weapon Buff.
Full Cost: 18 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

Once cast upon a weapon, this spell causes it to do an additional 1d of follow-up (p. B105) corrosion damage. The weapon will be visibly coated in pale green acid, but will not cause harm or discomfort to the wielder.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Acid Weapon, +80%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [18]. Note: “Acid Weapon” is Corrosion Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%; Visible, -10%) [8].

Flaming Weapon
Keywords: Weapon Buff.
Full Cost: 15 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

Once cast upon a weapon, this spell causes it to do an additional 1d of follow-up (p. B105) burning damage. The wielder will find the weapon hot to the touch, but not uncomfortable to use. The weapon also will give off light as a torch.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Flaming Weapon, +50%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [15]. Note: “Flaming Weapon” is Burning Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%; Visible, -10%) [4] + Illumination (Magical, -10%) [1].
   
Lightning Weapon
Keywords: Weapon Buff.
Full Cost: 21 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

Once cast upon a weapon, this spell causes it to do an additional 1d of linked (p. B105) burning surge damage. Metallic armor counts as DR 1 against this damage, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating burning damage, or be physically stunned. On subsequent turns, they can roll HT to recover. The weapon must be at least partly metallic; weapons made entirely of wood and/or stone will not hold the spell. The weapon will visibly crackle with electricity. Electronics that take over 1/3 HP from this electric attack, must make a HT roll to avoid shorting out. Failure disables the target for seconds equal to the margin of failure; critical failure disables it until repaired (p. B484).
Statistics: Affliction 1 (HT; Accessibility, Only on metallic weapons, -30%; Advantage, Lightning Weapon, +120%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [21]. Note: “Lightning Weapon” is Burning Attack 1d (Link, This weapon, +10%; Magical, -10%; Side Effect, Stunning, +50%; Surge, Arcing, +100%; Visible, -10%) [12].

Sonic Weapon
Keywords: Weapon Buff.
Full Cost: 14 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

Once cast upon a weapon, this spell causes it to do an additional 1d of follow-up (p. B105) burning damage. This damage is from sonic vibrations, not fire; it will never set anything ablaze. The weapon will visibly vibrate, but will not cause any discomfort to the wielder.
Statistics: Affliction 1 (HT; Accessibility, Only on weapons, -20%; Advantage, Sonic Weapon, +40%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [14]. Note: “Sonic Weapon” is Burning Attack 1d (Follow-Up, This weapon, +0%; Magical, -10%; No Incendiary Effect, -10%; Visible, -10%) [4].

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