Sorcery: Lightning Spells III
And again, three lightning spells from GURPS Magic - Death Spells and GURPS Magical Styles - Dungeon Magic. Grave Grounding turns the subject to electricity and grounds him out. Lethal Lightning can cause unconsciousness or a heart attack. Stroke of Lightning strikes everyone in a 50-yard line.
Grave Grounding
Keywords: Resisted (HT).
Full Cost: 69 points.
Casting Roll: Will.
Range: Unlimited.
Duration: Instantaneous.
This spell turns the subject to
electricity, which it instantly and fatally grounds out. This spell can destroy
any material being, living or not, but the target must be in electrical contact with the ground or a body of water;
footwear, pavement, or anything metallic or wet (e.g., the deck of a ship at
sea) is no defense, but a non-conducting floor protects completely.
The victim leaves behind possessions
(roll vs. HT for electronic or electrical devices, with failure meaning a
short-circuit that requires repairs). Examination will find a branching pattern
on the ground, with fulgurites buried beneath it in suitable soil.
Statistics:
Affliction 1 (HT; Cosmic, Leaves no trace of the victim, +50%; Disadvantage,
Fragile (Enhanced Unnatural), +100%; Environmental, Electrical Contact, -20%;
Heart Attack, +300%; Malediction 2, +150%; No Signature, +20%; Sorcery, ‑15%) [69].
Lethal Lightning
Keywords: Missile, Obvious.
Full Cost: 32.5 points/level*.
Casting Roll: None. Use Innate
Attack (Beam) to hit.
Range: 100 yards.
Duration: Instantaneous.
You fire a coruscating discharge of
electricity that does 1d burning surge damage per level. 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 fall unconscious for (20 - HT) minutes (minimum 1), and then suffer
a -2 to DX for another (20 - HT) minutes upon awakening. Failure by 5 or more,
or critical failure, results in a heart attack exactly as described on p. B429;
the victim can be resuscitated if he gets suitable help in time, but will
otherwise die.
Unconsciousness and DX penalties
affect any living target with a brain; the No Brain, No Head, Homogenous, and Diffuse
varieties of Injury Tolerance grant immunity. Heart attack affects only a
living being that has a heart – that is, without Injury Tolerance that includes
No Vitals. It is possible to be susceptible to one but not the other!
Lethal Lightning behaves unpredictably
around conductors; see Lightning (GURPS Magic, p. 196) for more details.
Statistics:
Burning Attack 1d (Nuisance Effect, Behaves erratically around conductors, -5%;
Sorcery, -15%; Surge, Arcing, +100%; Side Effect, Unconsciousness and DX-2,
plus Heart Attack on a failure by 5 or a critical failure, +470%) [32.5/level*].
* Calculate the total cost and then
round up.
Stroke of Lightning
Keywords: Missile, Obvious.
Full Cost: 10 points/level.
Casting Roll: None. Use Innate
Attack (Beam) to hit.
Range: 50 yards.
Duration: Instantaneous.
You fire a stream of electricity
that does 1d burning surge damage per level. The spell strikes all targets in a
50-yard line. On a hit, the line is on target; otherwise, use the Scatter rule
(see p. B414) to determine a new target point. Once you know the target point,
imagine (or trace on a battle map) a line between the attacker and that point. 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.
This attack has the 1/2D range of 5 yards.
Statistics:
Burning Attack 1d (Cone 1, +60%; Nuisance Effect, Behaves erratically around
conductors, -5%; Reduced Range, 1/2x, -10%; Sorcery, -15%; Surge, +20%; Side
Effect, Stunning, +50%) [10/level].
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