Sorcery: Lightning Spells II
Let's finish the lightning spells! Spark Storm is a Windstorm combined with Lightning. Wall of Lightning can create a dangerous obstacle on the battlefield. Lightning Stare is another attack spell that comes out of your eyes. Ball of Lightning is a homing projectile that passes through nonmetallic obstacles. Lightning Armor is both an offensive and a defensive buff.
And now I declare the colleges of Air and Weather finished! Finally!
Ball of Lightning
Keywords: Missile, Obvious.
Full Cost: 26 points/level.
Casting Roll: None. Use Innate Attack
(Projectile) to «lock on».
Range: 20 yards.
Duration: Instantaneous.
A ball of lightning flies off your
fingertips towards your target. The ball floats right through windows, curtains,
walls, and other nonmetallic obstacles. The ball explodes on the mental command
of the caster or upon contact with a living being or metallic object. An
explosion does 1d burning surge damage per level of this spell to everyone
within four yards of the explosion point. Metallic armor counts as DR 1 against
this attack, but nonmetallic armor protects normally. Targets stuck by this
attack must make an HT roll, at -1 per 2 points of penetrating damage, or be
physically stunned. On subsequent turns, they can roll HT to recover. 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 (p. B412).
Statistics:
Burning Attack 1d (Area Effect, 4 yards, +100%; Cosmic, Passes through
nonmetallic obstacles, +100%; Homing, +50%; Increased 1/2D, 2x, +5%; Reduced
Range, x1/5, -20%; Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Stunning, +50%;
Triggered Delay, +50%) [26/level].
Lightning Armor
Keywords: Buff.
Full Cost: 26 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
The subject is sheathed in crackling lightning. Any metallic weapon that hits the subject triggers a 1d-1 backlash of burning surge damage along the weapon. This attack automatically hits the hand that is holding the weapon, regardless of the weapon’s length, as long as its entire length is conducting. Metallic armor counts as DR 1 against this attack, but nonmetallic armor protects normally. Targets stuck by this attack must make an HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On subsequent turns, they can roll HT to recover. Anyone touching the subject is similarly damaged.
Statistics: Affliction 1 (HT; Advantage, Lightning Armor, +140%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, 15%) [26]. Note: “Lightning Armor” is Burning Attack 1d-1 (Aura, +80%; Cosmic, Conducting, +50%; Magical, -10%; Melee Attack, Reach C, -30%; Surge, Arcing, +100%; Side Effect, Stunning, +50%) [14].
Lightning Stare
Keywords: Jet, Obvious.
Full Cost: 11.75 points/level*.
Casting Roll: None. Use Innate
Attack (Gaze) to hit.
Range: 10 yards.
Duration: Instantaneous.
A 10-yard jet of lightning erupts
from your eyes. Use Innate Attack (Gaze) to hit. Don’t apply range penalties;
treat this as a long melee weapon rather than a ranged attack. It does burning
surge damage with dice equal to your level of this spell. The GM must determine
what the maximum level available in the campaign is. Metallic armor counts as
DR 1 against this attack, but nonmetallic armor protects normally. Targets
stuck by this attack must make an HT roll, at -1 per 2 points of penetrating
damage, or be physically stunned. On subsequent turns, they can roll HT to
recover. Lightning behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details.
Statistics: Burning Attack 1d (Increased 1/2D, 2x, +5%; Jet, +0%; Nuisance Effect, Behaves
erratically around conductors, -5%; Sorcery, -15%; Surge, Arcing, +100%; Side
Effect, Stunning, +50%) [11.75/level*].
* Calculate the total cost and then
round up.
Spark Storm
Keywords: Area (Leveled).
Full Cost: 164 points for level 1 + 30
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.
Create a circular windstorm with an
“eye” of calm inside (a good place for the caster to stand). The radius of the
eye can be up to half that of the storm – or smaller, if the caster wishes. The
caster may move the area at Move 1 with a Concentrate maneuver.
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 the storm.
Second, Dodge values of all
creatures within the area of effect are increased by 2 against projectile
attacks.
Finally, each second a random
creature in the area of effect gets struck by a lightning bolt for 2d burning
surge damage with an effective skill of 12, modified only for the target’s SM.
Targets may raise their shields as cover, at the risk of damaging them (p.
B484). Metallic armor counts as DR 1 against this attack, but nonmetallic armor
protects normally. Targets stuck by this attack must make an HT roll, at -1 per
2 points of penetrating damage, or be physically stunned. On subsequent turns,
they can roll HT to recover.
Statistics: Burning
Attack 2d (HT; Accessibility, Only one bolt per second at a random target,
-30%; Area Effect, 2 yards, +50%; Bombardment, Skill-12, -10%; Environmental,
Air, -5%; Link, +10%; Magical, -10%; Mobile 1, +40%; Overhead, +30%;
Persistent, +40%; Selective Area, Only to create an “eye”, +10%; Surge, Arcing,
+100%; Side Effect, Stunning, +50%) [38] + Crushing Attack 4d (Area Effect, 2
yards, +50%; Double Knockback, +20%; Environmental, Air, -5%; Link, +10%; Magical,
-10%; Mobile 1, +40%; No Blunt Trauma, -20%; No Wounding, -50%; Persistent,
+40%; Selective Area, Only to create an “eye”, +10%) [37] + Enhanced Dodge 2 (Affects
Others 1, +50%; Area Effect, 2 yards, +50%; Environmental, Air, -5%; Force
Field, +20%; Limited, Projectiles, -40%; Link, +10%; Magical, -10%; Mobile 1,
+40%; Persistent, +40%; Ranged, +50%) [89]. Additional levels add further
levels of Area Effect (+50%) to all advantages [+30].
Wall of Lightning
Keywords: Obvious.
Full Cost: 45 points for level 1 + 5
points/additional level.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Five minutes.
This spell conjures a transparent
wall of lightning. You do not have to concentrate to maintain it, Wall of Lightning
is “fire and forget.” It can be cast repeatedly, allowing the sorcerer to put
up multiple walls as needed, but each wall dissipates once the duration runs out.
To find the maximum square yardage
available, look up the level of this spell on the Leveled Area Table (GURPS Thaumatology - Sorcery, p. 9) and
multiply the given radius by 3. Alternatively, know that Wall of Lightning 1
has a maximum area of six square yards, with each additional level doubling that
cumulatively. For example, Wall of Lightning 3 has a limit of 24 square yards,
allowing the sorcerer to conjure a wall six yards long by four yards high, 12
yards long by two yards high, or any other valid combination. The caster may
form this into any shape he wishes.
Anything crossing the wall takes 2d
burning surge damage. Metallic armor counts as DR 1 against this attack, but
nonmetallic armor protects normally. Targets stuck by this attack must make an
HT roll, at -1 per 2 points of penetrating damage, or be physically stunned. On
subsequent turns, they can roll HT to recover.
Statistics: Burning
Attack 2d (Area Effect, 2 yards, +50%; Extended Duration, 30x, +60%; Persistent,
+40%; Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Stunning, +50%; Variable,
Area, +5%; Wall, Shapeable, +60%) [45]. Additional levels increase Area Effect
(+50%) [+5].
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