Sorcery: Radiation Spells
The only unconverted technological spells from GURPS Magic left are the radiation spells. See Radiation allows the subject to see radioactive items and attacks. Seek Radiation lets the caster find radioactive items. Breathe Radiation and Radiation Jet are invisible radioactive attacks. Irradiate irradiates an area. Cure Radiation heals radiation damage. Extinguish Radiation is useful in irradiated post-apocalyptic wastelands.
Breathe Radiation
Keywords: Jet, Obvious.
Full Cost: 5.4 points/level*.
Casting Roll: None. Use Innate
Attack (Breathe) to hit.
Range: 10 yards.
Duration: Instantaneous.
A 10-yard jet of invisible radiation
erupts from your mouth, much like the long tongue of a flamethrower. 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 radiation damage (p. B435) with
dice equal to your level of this spell, ignoring DR. The GM must determine what
the maximum level available in the campaign is.
Statistics: Toxic
Attack (Increased 1/2D, 2x, +5%; Jet, +0%; No Signature, +20%; Radiation, +25%;
Sorcery, -15%) [5.4/level*].
* Calculate the total cost and round
up.
Cure Radiation
Keywords: Buff.
Full Cost: 28 points.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 5 hours.
You cause the subject’s body to heal
its radiation damage. The subject sheds 10 accumulated rads per hour. This will heal “permanent” radiation damage
(p. B435).
Statistics:
Affliction 1 (HT; Advantage, Cure Radiation, +80%; Extended Duration, 100x, +80%; Fixed
Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [28].
Note: “Cure Radiation” is Regeneration (Regular; Magical, -10%; Radiation
Only, -60%) [8].
Extinguish Radiation
Keywords: Area (Special).
Full Cost: 30 points/level.
Casting Roll: IQ.
Range: 100 yards.
Duration: Instantaneous.
Within a radius equal to your level
in this spell, all radiation immediately goes out and stays out. If you can
only affect part of a larger radiation source, you may put it out one patch at
a time; there is no risk of the existing radiation spreading back into the
extinguished areas. (However, if someone creates a new source of radiation,
unrelated to the initial one, it may spread there.)
Statistics:
Create Radiation (Destruction Only, +0%; Magical, -10%; Ranged, +40%; Reduced
Fatigue Cost 1, +20%) [30/level].
Irradiate
Keywords: Area (Leveled).
Full Cost: 9 points for level 1 + 2
points/additional level.
Casting Roll: None. Use Innate Attack
(Gaze) to aim.
Range: 100 yards.
Duration: 10 seconds.
Creates an area of invisible
radiation. It inflicts radiation (p. B435) damage to anyone standing in it. To place
the effect at a distance, use Innate Attack (Gaze), with normal range
penalties, but at +4 for affecting an area. The initial attack roll places the
effect.
Every creature in the area takes 1d radiation
damage (p. B435) per turn, ignoring DR.
Statistics: Toxic
Attack 1d (Area Effect, 2 yards, +50%; No Signature, +20%; Persistent, +40%; Radiation,
+25%; Sorcery, -15%; Variable, Area, +5%) [9]. Further levels add Area Effect
(+50%) to the advantage [+2].
Radiation Jet
Keywords: Jet.
Full Cost: 8 points/level.
Casting Roll: None. Use Innate
Attack (Beam) to hit.
Range: 10 yards.
Duration: One second.
A 10-yard jet of invisible radiation
erupts from your hand, much like the long tongue of a flamethrower. Use Innate
Attack (Beam) to hit. Don’t apply range penalties; treat this as a long melee weapon
rather than a ranged attack. It does radiation damage (p. B435) with dice equal
to your level of this spell, ignoring DR. The GM must determine what the
maximum level available in the campaign is.
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 radiation stream is not interrupted and the caster may continue
to attack with it normally.
Statistics: Toxic
Attack (Destructive Parry, +10%; Increased 1/2D, 2x, +5%; Jet, +0%; Melee-Capable,
Reach 1, +15%; No Signature, +20%; Radiation, +25%; Reflexive, +40%; Sorcery,
-15%) [8/level]. Note: Melee-Capable
and Reflexive allow a jet to parry in this particular combination despite a jet
normally being unable to do so.
See Radiation
Keywords: Buff.
Full Cost: 22 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.
Radiation is revealed to the subject’s
eyes. He can even see radioactive items through walls, if the walls do not
absorb all radiation.
Statistics: Affliction
1 (HT; Advantage, See Radiation, +100%; Fixed Duration, +0%; Increased 1/2D, 10x,
+15%; No Signature, +20%; Sorcery, -15%) [22]. Note: “See Radiation” is Detect
Radiation (Cannot Analyze, -10%; Magical, -10%; Reflexive, +40%; Vision-Based, -20%) [10].
Seek Radiation
Keywords: Information.
Full Cost: 21 points or 26 points.
Casting Roll: Per. Use IQ for
analysis.
Range: Unlimited.
Duration: Instantaneous.
After casting, the GM rolls against the
sorcerer’s Per, with a penalty based on the distance to the nearest significant
source of radiation. The basic (21-point) version of this spell takes standard
range penalties. The improved (26-point) one uses long-distance modifiers. If
successful, the caster knows the exact distance and direction to the source of radiation,
and may make a follow-up IQ roll (at no penalty) to learn basic details about
it (e.g., “it’s a source of gamma rays” or “it’s a source of neutron radiation”).
Any known sources of radiation may
be excluded if the caster mentions them before casting.
Statistics:
Detect Radiation (Precise, +100%; Selective Effect, +20%; Sorcery, -15%) [21].
The improved version adds Long-Range 1 (+50%) [+5].
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