Friday, 22 September 2017

Sorcery: Metal Spells II

Sorcery: Metal Spells II

More metal spells! Blunderbuss is a rapid fire missile spell. Celestial Shotgun is an area metal attack. Conjure Dart is a basic metal missile spell from GURPS Dungeon Fantasy 9. Conjure Shield is a very useful defensive spell. Create Metal creates metal, just like the name implies.

Blunderbuss
Keywords: Missile, Obvious.
Full Cost: 8 points for level 1 + 2 points/additional level.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.

You launch a spread of iron pellets at a single target; use the Shotgun rules (p. B409) for determining damage and penetrating DR at various ranges. Use Innate Attack (Projectile) to hit, applying normal range penalties. Each hit does 1d+1 small piercing damage. The spell’s RoF depends on its level:
Spell Level
RoF
Cost
1
1x9
8 points
2
2x9
10 points
3
4x9
12 points
4
8x9
14 points
5
17x9
16 points
Statistics: Small Piercing Attack 1d+1 (Rapid Fire, 1x9, +100%; Sorcery, -15%) [8]. Additional levels add more Rapid Fire, +50% [+2].

  
Celestial Shotgun
Keywords: Area (Leveled).
Full Cost: 12 points (or more).
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: 30 seconds.

You cause balls of lead, resembling those of a shotgun, to rain down upon an area. Use Innate Attack (Gaze), at +4, to center the area; see Scatter (p. B414) if you miss. Everyone who spends even part of their turn in the area is attacked with an effective skill of 12, modified only for their SM. Anyone hit takes 1d small piercing damage. Victims may raise their shields as cover, at the risk of damaging them (p. B484). You may always choose (when casting) to scale back the damage or the area affected.
The basic (12-point) version of this spell lets you affect an area up to 16 yards across. Each additional doubling of area adds to basic cost; the GM sets the cap on this increase, but 128 yards is the recommended maximum. For an additional +100% to cost (including any increased area), rounded up, the damage can be upgraded to 2d small piercing. This is summarized in the table below.
Damage
16 yards
32 yards
64 yards
128 yards
1d
12 points
13 points
15 points
16 points
2d
23 points
26 points
29 points
32 points
Statistics: Small Piercing Attack 1d (Area Effect, 16 yards, +200%; Bombardment, Skill-12, -10%; Extended Duration, 3x, +20%; Overhead, +30%; Persistent, +40%; Sorcery, -15%; Variable, +5%; Variable, Area, +5%) [12]. Improved versions add Area Effect (+50%/level) and/or improve to Small Piercing Attack 2d.
  
Conjure Dart
Keywords: Missile, Obvious.
Full Cost: 4.5 points/level*.
Casting Roll: None. Use Innate Attack (Projectile) to hit.
Range: 100 yards.
Duration: Instantaneous.

You throw an iron dart at a single target. Use Innate Attack (Projectile) to hit, applying normal range penalties. It does 1d-1 impaling damage per level of this spell. The missile can be blocked. The GM must determine what the maximum level available in the campaign is.
Statistics: Impaling Attack 1d-1 (Blockable, -5%; Sorcery, -15%) [4.5/level*].
* Calculate the total cost and then round up.
  
Conjure Shield
Keywords: Buff.
Full Cost: 36 points.
Casting Roll: None. Use Innate Attack (Gaze) to aim.
Range: 100 yards.
Duration: Three minutes.

This spell conjures a round steel shield on the subject’s arm. The caster specifies at conjuration whether the shield is small, medium, or large. The shield is exactly like a heavy shield of its size in all respects, including weight, DB, DR/HP, and cover DR, and can be handed to others for their use.
Statistics: Affliction 1 (HT; Advantage, Conjure Shield, +230%; Fixed Duration, +0%; Increased 1/2D, 10x, +15%; No Signature, +20%; Sorcery, -15%; Variable, +5%) [36]. Notes: Each level of “Conjure Shield” is Defense Bonus 3 (Cannot Wear Armor, -40%; Directional, Front, -20%; Magical, -10%; Nuisance Effect, Weight, -5%) [23], a meta-trait from GURPS Supers.
  
Create Metal
Keywords: None.
Full Cost: 22 points/level.
Casting Roll: IQ.
Range: Touch.
Duration: 10 seconds or permanent; see text.

This spell allows you to create metal. To do so, take a Concentrate maneuver and roll vs. IQ. Success means the metal appears in hand or within arm’s reach (for example, within a container you are holding). Failure means nothing happens. Critical failure means the creation happens, but in a way that’s inconvenient or dangerous – the GM should be creative!
The produced metal can weigh up to 10 x (level squared) lbs. – 10 lbs. at level 1, 40 lbs. at level 2, 90 lbs. at level 3, and so on.
Created metal is unstable. It vanishes in 10 seconds unless you use character points to “stabilize” it. Each point spent stabilizes a quantity worth 10% of the campaign’s average starting wealth. (This is just the tradeoff used for Trading Points for Money, p. B26.) The GM determines the cash value per pound of matter.
Points spent to stabilize matter come from your “Creation Pool,” a number of points set aside for the purpose. You can’t apply any modifiers to these points. Points used to stabilize matter are unavailable until reclaimed – which causes the matter to vanish. If the matter is crafted into an object, the item is unmade when the matter vanishes. If the matter is mixed with other materials (e.g., alloyed), you must separate it to reclaim your points; this can be a tedious process. If it’s destroyed (e.g., melts naturally) or transformed (e.g., eaten), you can’t reclaim your points – they’re gone. You can increase your Creation Pool with unspent points at any time.
Statistics: Create Metal (Magical, -10%; Reduced Fatigue Cost 1, +20%) [22/level].

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