Sorcery: Light and Darkness Spells V
Three more spells! Cleansing Light is a complex death spells that kills, blinds, and illuminates. Shadow-Slay is another transmutative death spell. Trapped Light is a complex spell from GURPS Magic - Plant Spells.
Cleansing Light
Keywords: Area (Fixed), Jet, Obvious,
Resisted (HT).
Full Cost: 86 points.
Casting Roll: None. Use Innate
Attack (Beam) to hit.
Range: 10 yards.
Duration: Instantaneous (the jet)
and 5 seconds (blind).
Emit a beam of bright light from one
finger. This beam can be used like a flashlight. It gives good illumination for
10 yards in the direction it is pointed, and some vision will be possible up to
30 yards away. It can be used as a signal for up to a mile if visibility is
good.
You can strike any target up to 10
yards away (without range or speed penalties). It can be dodged, but not
blocked or parried.
If the spell strikes the subject, roll
2d burning damage. This damage ignores DR. Should this harm kill the subject, the
subject flares up in a brief blaze of light and then vanished forever,
regardless of DR and other protective advantages. The subject’s possessions are
affected with him.
Everyone within 4 yards of the
target who sees a target hit by Cleansing Light is blinded for 5 seconds, if he
fails to resist with a HT roll. This includes a victim who survives such an
attack.
Statistics: Affliction
1 (HT; Area Effect, 4 yards, +100%; Based on HT, +20%; Disadvantage, Blindness,
+50%; Fixed Duration, +0%; Link, +10%; Reduced Duration, 1/30, -30%; Sorcery,
-15%; Vision-Based, +150%) [39] + Burning Attack 2d (Cosmic, Irresistible
Attack, +300%; Cosmic, Leaves no trace of subject and gear, +50%; Increased
1/2D, 2x, +5%; Jet, +0%; Link, +10%; Magical, -10%) [46] + Illumination (Beam;
Link, +10%; Magical, -10%) [1].
Shadow-Slay
Keywords: Resisted (HT or Will).
Full Cost: 70 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.
This spell turns the subject into a
two-dimensional shadow and erases him with magic similar to Remove Shadow. The
subject resists with the higher of HT or Will.
Statistics:
Affliction 1 (HT or Will; Cosmic, Leaves no trace of the victim, +50%; Disadvantage,
Fragile (Enhanced Unnatural), +100%; Heart Attack, +300%; Malediction 2, +150%;
No Signature, +20%; Nuisance Effect, Multiple ways to resist, -10%; Sorcery, ‑15%) [70].
Trapped Light
Keywords: Buff.
Full Cost: 44 points.
Casting Roll: None. Use Innate
Attack (Gaze) to aim.
Range: 100 yards.
Duration: 3 minutes.
This spell creates intense bright
light inside a piece of wood, a branch, or a large seed (such as an acorn).
When it is cracked (at least 1 HP of damage), the light pours out. Any person
or creature that looks directly at it rolls against HT to avoid being blinded
for 1 second. Beings with Protected Vision resist at +5. When the blindness
wears off, it turns to distracting phosphenes (-1 to IQ and DX rolls) for a
period of seconds equal to the margin of failure.
If the object is not obstructed by
anything large and opaque, it illuminates a circular area extending 8 yards. If
it is blocked, the front hex is fully illuminated, and the light extends 10
yards (in a 90° wedge). This light cancels up to -5 in darkness penalties. The
light is cancelled when the spell ends or the projecting object is destroyed.
Statistics: Affliction 1 (HT; Accessibility, Only on branches, pieces of wood, or large seeds, -40%; Advantage, Trapped Light, +360%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%) [44]. Note: “Trapped Light” is Affliction 1 (HT; Area Effect, 8 yards, +150%; Attribute Penalty, IQ-1 and DX-1, +20%; Disadvantage, Blindness, +50%; Emanation, -20%; Fixed Duration on Blindness, +0%; Link, +10%; Magical, -10%; Reduced Duration on Attribute Penalty, 1/60, -35%; Reduced Duration on Blindness, 1/180, -40%; Trigger, Damage, -30%; Vision-Based, +150%) [35] + Illumination (Link, +10%; Magical, -10%; Trigger, Damage, -30%) [1].
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