Sorcery: Phlogiston Spells
And now it's time for Essential Air spells. Phlogiston Arc and Phlogiston Touch are paralysing melee attacks. Phlogiston Detonation and Phlogiston Discharge are missile spells. Phlogiston Stare is a jet attack. Phlogiston Sphere is a homing missile attack that passes through walls.
Phlogiston Arc
Keywords: Obvious.
Full Cost: 21 points.
Casting Roll: None. Use Force Whip
to hit.
Range: Self.
Duration: Instantaneous.
While this spell is active, the
caster has a whip of phlogiston in his hand. It is wielded like a normal whip
(p. B404), except that it always takes only one second to ready, and it cannot
be used to parry or entangle. The whip has Reach 1-4 (changing Reach requires a
Ready maneuver) and inflicts swing burning surge damage every time it strikes. Metallic
armor counts as DR 1 against this attack, but nonmetallic armor protects
normally. Resist Lightning only reduces this damage to half, instead of
granting immunity. Targets stuck by this attack must make an HT roll, at -1 per
2 points of penetrating damage (-1 per 4 points of penetrating damage with
Resist Lightning), or be physically stunned. On subsequent turns, they can roll
HT to recover. Those who critically fail this HT roll – or fail it by 5 or more
– are instead paralyzed for a number of minutes equal to their margin of
failure.
Statistics: Natural
Weapon (Burning; Cannot Parry, -40%; Destructive Parry, +40%; Extra Reach, 1-4,
Ready maneuver necessary, +90%; Intangible, +50%; Side Effect, Stunning, Secondary
Paralysis, +80%; Single, -20%; Sorcery, -15%; Surge, Arcing, +100%;
Swing-Capable, +20%) [21].
Phlogiston Detonation
Keywords: Area (Fixed), Missile,
Obvious.
Full Cost: 18 points/level.
Casting Roll: None. Use Innate
Attack (Beam) to hit.
Range: 100 yards.
Duration: Instantaneous.
You fire a coruscating discharge of phlogiston
that expands to cover an area; it is not technically an explosion, but the term
has long since entered common use. Use Innate Attack (Beam) to hit, applying
normal range penalties, but at +4 for targeting an area. Everyone within four
yards of that spot takes dice of burning surge damage 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. Resist Lightning
only reduces this damage to half, instead of granting immunity. Targets stuck
by this attack must make an HT roll, at -1 per 2 points of penetrating damage (-1
per 4 points of penetrating damage with Resist Lightning), or be physically
stunned. On subsequent turns, they can roll HT to recover. Those who critically
fail this HT roll – or fail it by 5 or more – are instead paralyzed for a
number of minutes equal to their margin of failure. Phlogiston Detonation behaves unpredictably around conductors; see Lightning (GURPS Magic, p. 196) for more details.
Statistics:
Burning Attack 1d (Area Effect, 4 yards, +100%; Nuisance Effect, Behaves
erratically around conductors, -5%; Sorcery, -15%; Surge, Arcing, +100%; Side
Effect, Stunning, Secondary Paralysis, +80%) [18/level].
Phlogiston Discharge
Keywords: Missile, Obvious.
Full Cost: 13 points/level.
Casting Roll: None. Use Innate
Attack (Beam) to hit.
Range: 100 yards.
Duration: Instantaneous.
You fire a coruscating discharge of phlogiston
that does 1d burning surge damage per level. Metallic armor counts as DR 1
against this attack, but nonmetallic armor protects normally. Resist Lightning
only reduces this damage to half, instead of granting immunity. Targets stuck
by this attack must make an HT roll, at -1 per 2 points of penetrating damage
(-1 per 4 points of penetrating damage with Resist Lightning), or be physically
stunned. On subsequent turns, they can roll HT to recover. Those who critically
fail this HT roll – or fail it by 5 or more – are instead paralyzed for a
number of minutes equal to their margin of failure. Phlogiston Discharge
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, Stunning, Secondary
Paralysis, +80%) [13/level].
Phlogiston Sphere
Keywords: Missile, Obvious.
Full Cost: 27.5 points/level*.
Casting Roll: None. Use Innate Attack
(Projectile) to «lock on».
Range: 20 yards.
Duration: Instantaneous.
A ball of phlogiston 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. Resist Lightning only
reduces this damage to half, instead of granting immunity. Targets stuck by
this attack must make an HT roll, at -1 per 2 points of penetrating damage (-1
per 4 points of penetrating damage with Resist Lightning), or be physically
stunned. On subsequent turns, they can roll HT to recover. Those who critically
fail this HT roll – or fail it by 5 or more – are instead paralyzed for a
number of minutes equal to their margin of failure. 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
(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,
Secondary Paralysis, +80%; Triggered Delay, +50%) [27.5/level*].
* Calculate the total cost and round
up.
Phlogiston Stare
Keywords: Jet, Obvious.
Full Cost: 13.25 points/level*.
Casting Roll: None. Use Innate
Attack (Gaze) to hit.
Range: 10 yards.
Duration: One second.
A 10-yard jet of phlogiston 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. Resist
Lightning only reduces this damage to half, instead of granting immunity.
Targets stuck by this attack must make an HT roll, at -1 per 2 points of
penetrating damage (-1 per 4 points of penetrating damage with Resist
Lightning), or be physically stunned. On subsequent turns, they can roll HT to
recover. Those who critically fail this HT roll – or fail it by 5 or more – are
instead paralyzed for a number of minutes equal to their margin of failure. Phlogiston
Stare 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, Secondary Paralysis, +80%) [13.25/level*].
* Calculate the total cost and then
round up.
Phlogiston Touch
Keywords: Obvious.
Full Cost: 11.5 points/level*.
Casting Roll: None. Use unarmed
combat skill or DX to hit.
Range: Touch.
Duration: Instantaneous.
This spell charges the caster’s hand
with phlogiston. The caster must touch the subject to trigger this spell. The touch
deals 1d burning surge damage per level of this spell. Metallic armor counts as
DR 1 against this attack, but nonmetallic armor protects normally. Resist
Lightning only reduces this damage to half, instead of granting immunity.
Targets stuck by this attack must make an HT roll, at -1 per 2 points of
penetrating damage (-1 per 4 points of penetrating damage with Resist
Lightning), or be physically stunned. On subsequent turns, they can roll HT to
recover. Those who critically fail this HT roll – or fail it by 5 or more – are
instead paralyzed for a number of minutes equal to their margin of failure.
Statistics:
Burning Attack 1d (Melee Attack, Reach C, Cannot Parry, -35%; Sorcery, -15%;
Surge, Arcing, +100%; Side Effect, Stunning, Secondary Paralysis, +80%) [11.5/level*].
* Calculate the total cost, then
round up.
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